| [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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| [6434] | 24 | #include "world_entities/projectiles/projectile.h" | 
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| [4834] | 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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| [6438] | 36 | #include "glgui_bar.h" | 
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 | 37 |  | 
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| [4892] | 38 | //////////////////// | 
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 | 39 | // INITAILISATION // | 
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 | 40 | // SETTING VALUES // | 
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 | 41 | //////////////////// | 
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| [3870] | 42 | /** | 
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| [4885] | 43 |  * standard constructor | 
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 | 44 |  * | 
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 | 45 |  * creates a new weapon | 
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| [3575] | 46 | */ | 
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| [5750] | 47 | Weapon::Weapon () | 
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| [3620] | 48 | { | 
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| [4885] | 49 |   this->init(); | 
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| [3620] | 50 | } | 
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| [3573] | 51 |  | 
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| [3575] | 52 | /** | 
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| [4885] | 53 |  * standard deconstructor | 
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| [3575] | 54 | */ | 
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| [4597] | 55 | Weapon::~Weapon () | 
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| [3573] | 56 | { | 
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| [4885] | 57 |   for (int i = 0; i < WS_STATE_COUNT; i++) | 
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| [4894] | 58 |     if (this->animation[i] && ClassList::exists(animation[i], CL_ANIMATION))  //!< @todo this should check animation3D | 
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| [4885] | 59 |       delete this->animation[i]; | 
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 | 60 |   for (int i = 0; i < WA_ACTION_COUNT; i++) | 
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| [5302] | 61 |     if (this->soundBuffers[i] != NULL && ClassList::exists(this->soundBuffers[i], CL_SOUND_BUFFER)) | 
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| [4885] | 62 |       ResourceManager::getInstance()->unload(this->soundBuffers[i]); | 
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| [4959] | 63 |  | 
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 | 64 |   if (ClassList::exists(this->soundSource, CL_SOUND_SOURCE)) | 
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 | 65 |     delete this->soundSource; | 
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| [4885] | 66 | } | 
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| [4597] | 67 |  | 
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| [4885] | 68 | /** | 
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 | 69 |  * initializes the Weapon with ALL default values | 
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| [5498] | 70 |  * | 
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 | 71 |  * This Sets the default values of the Weapon | 
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| [4885] | 72 |  */ | 
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 | 73 | void Weapon::init() | 
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 | 74 | { | 
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| [5498] | 75 |   this->currentState     = WS_INACTIVE;            //< Normaly the Weapon is Inactive | 
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 | 76 |   this->requestedAction  = WA_NONE;                //< No action is requested by default | 
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 | 77 |   this->stateDuration    = 0.0;                    //< All the States have zero duration | 
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 | 78 |   for (int i = 0; i < WS_STATE_COUNT; i++)         //< Every State has: | 
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| [6438] | 79 |   { | 
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 | 80 |     this->times[i] = 0.0;                        //< An infinitesimal duration | 
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 | 81 |     this->animation[i] = NULL;                   //< No animation | 
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 | 82 |   } | 
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| [4885] | 83 |   for (int i = 0; i < WA_ACTION_COUNT; i++) | 
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| [5498] | 84 |     this->soundBuffers[i] = NULL;                  //< No Sounds | 
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| [3888] | 85 |  | 
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| [5498] | 86 |   this->soundSource = new SoundSource(this);       //< Every Weapon has exacty one SoundSource. | 
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 | 87 |   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] | 88 |  | 
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| [5498] | 89 |   this->projectile = CL_NULL;                      //< No Projectile Class is Connected to this weapon | 
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 | 90 |   this->projectileFactory = NULL;                  //< No Factory generating Projectiles is selected. | 
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| [4885] | 91 |  | 
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| [5498] | 92 |   this->hideInactive = true;                       //< The Weapon will be hidden if it is inactive (by default) | 
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| [4906] | 93 |  | 
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| [5498] | 94 |   this->minCharge = 1.0;                           //< The minimum charge the Weapon can hold is 1 unit. | 
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 | 95 |   this->maxCharge = 1.0;                           //< The maximum charge is also one unit. | 
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| [4927] | 96 |  | 
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| [6671] | 97 |   this->energy = 10;                               //< The secondary Buffer (before we have to reload) | 
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| [5498] | 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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| [6438] | 100 |  | 
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 | 101 |   this->energyWidget = NULL; | 
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| [6695] | 102 |  | 
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 | 103 |   // set this object to be synchronized over network | 
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 | 104 |   //this->setSynchronized(true); | 
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| [3573] | 105 | } | 
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 | 106 |  | 
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| [5498] | 107 | /** | 
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 | 108 |  * loads the Parameters of a Weapon | 
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 | 109 |  * @param root the XML-Element to load the Weapons settings from | 
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 | 110 |  */ | 
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| [4972] | 111 | void Weapon::loadParams(const TiXmlElement* root) | 
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 | 112 | { | 
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| [6512] | 113 |   WorldEntity::loadParams(root); | 
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| [4972] | 114 |  | 
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| [5671] | 115 |   LoadParam(root, "projectile", this, Weapon, setProjectileType) | 
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| [6438] | 116 |   .describe("Sets the name of the Projectile to load onto the Entity"); | 
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| [4972] | 117 |  | 
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| [5671] | 118 |   LoadParam(root, "emission-point", this, Weapon, setEmissionPoint) | 
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| [6438] | 119 |   .describe("Sets the Point of emission of this weapon"); | 
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| [4972] | 120 |  | 
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| [5671] | 121 |   LoadParam(root, "state-duration", this, Weapon, setStateDuration) | 
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| [6438] | 122 |   .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)"); | 
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| [4972] | 123 |  | 
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| [5671] | 124 |   LoadParam(root, "action-sound", this, Weapon, setActionSound) | 
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| [6438] | 125 |   .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] | 126 | } | 
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 | 127 |  | 
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| [4947] | 128 | /** | 
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 | 129 |  * sets the Projectile to use for this weapon. | 
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 | 130 |  * @param projectile The ID of the Projectile to use | 
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| [4950] | 131 |  * @returns true, if it was sucessfull, false on error | 
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| [4947] | 132 |  * | 
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| [5498] | 133 |  * be aware, that this function does not create Factories, as this is job of Projecitle/Bullet-classes. | 
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 | 134 |  * What it does, is telling the Weapon what Projectiles it can Emit. | 
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| [4947] | 135 |  */ | 
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| [5356] | 136 | void Weapon::setProjectileType(ClassID projectile) | 
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| [4947] | 137 | { | 
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 | 138 |   if (projectile == CL_NULL) | 
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| [4972] | 139 |     return; | 
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| [4947] | 140 |   this->projectile = projectile; | 
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 | 141 |   this->projectileFactory = FastFactory::searchFastFactory(projectile); | 
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 | 142 |   if (this->projectileFactory == NULL) | 
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| [4979] | 143 |   { | 
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 | 144 |     PRINTF(1)("unable to find FastFactory for the Projectile.\n"); | 
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| [4972] | 145 |     return; | 
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| [4979] | 146 |   } | 
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| [4948] | 147 |   else | 
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 | 148 |   { | 
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 | 149 |     // grabbing Parameters from the Projectile to have them at hand here. | 
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 | 150 |     Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); | 
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| [6431] | 151 |     this->minCharge = pj->getMinEnergy(); | 
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| [6700] | 152 |     this->maxCharge = pj->getHealthMax(); | 
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| [4948] | 153 |     this->chargeable = pj->isChageable(); | 
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| [4979] | 154 |     this->projectileFactory->kill(pj); | 
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| [4948] | 155 |   } | 
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| [4979] | 156 | } | 
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| [3573] | 157 |  | 
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| [4891] | 158 | /** | 
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| [4950] | 159 |  * @see bool Weapon::setProjectile(ClassID projectile) | 
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 | 160 |  * @param projectile the Name of the Projectile. | 
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 | 161 |  */ | 
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| [5356] | 162 | void Weapon::setProjectileType(const char* projectile) | 
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| [4950] | 163 | { | 
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 | 164 |   if (projectile == NULL) | 
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| [4972] | 165 |     return; | 
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| [4950] | 166 |   FastFactory* tmpFac = FastFactory::searchFastFactory(projectile); | 
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 | 167 |   if (tmpFac != NULL) | 
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 | 168 |   { | 
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| [5356] | 169 |     this->setProjectileType(tmpFac->getStoredID()); | 
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| [4950] | 170 |   } | 
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| [4972] | 171 |   else | 
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 | 172 |   { | 
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| [5356] | 173 |     PRINTF(1)("Projectile %s does not exist for weapon %s\n", projectile, this->getName()); | 
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| [4972] | 174 |   } | 
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| [4950] | 175 | } | 
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 | 176 |  | 
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 | 177 | /** | 
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| [5356] | 178 |  * prepares Projectiles of the Weapon | 
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| [5498] | 179 |  * @param count how many Projectiles to create (they will be stored in the ProjectileFactory) | 
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| [5356] | 180 |  */ | 
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 | 181 | void Weapon::prepareProjectiles(unsigned int count) | 
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 | 182 | { | 
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| [5357] | 183 |   if (likely(this->projectileFactory != NULL)) | 
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| [5356] | 184 |     projectileFactory->prepare(count); | 
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 | 185 |   else | 
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| [5357] | 186 |     PRINTF(2)("unable to create %d projectile for Weapon %s (%s)\n", count, this->getName(), this->getClassName()); | 
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| [5356] | 187 | } | 
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 | 188 |  | 
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 | 189 | /** | 
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 | 190 |  * resurects and returns a Projectile | 
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| [5498] | 191 |  * @returns a Projectile on success, NULL on error | 
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 | 192 |  * | 
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 | 193 |  * errors: 1. (ProjectileFastFactory not Found) | 
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 | 194 |  *         2. No more Projectiles availiable. | 
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| [5356] | 195 |  */ | 
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 | 196 | Projectile* Weapon::getProjectile() | 
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 | 197 | { | 
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| [5357] | 198 |   if (likely (this->projectileFactory != NULL)) | 
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| [6142] | 199 |   { | 
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 | 200 |     Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); | 
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 | 201 |     pj->toList((OM_LIST)(this->getOMListNumber()+1)); | 
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 | 202 |     return pj; | 
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 | 203 |   } | 
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| [5356] | 204 |   else | 
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 | 205 |   { | 
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| [5498] | 206 |     PRINTF(2)("No projectile defined for Weapon %s(%s) can't return any\n", this->getName(), this->getClassName()); | 
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| [5356] | 207 |     return NULL; | 
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 | 208 |   } | 
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 | 209 | } | 
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 | 210 |  | 
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 | 211 |  | 
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 | 212 | /** | 
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| [4892] | 213 |  * sets the emissionPoint's relative position from the Weapon | 
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 | 214 |  * @param point the Point relative to the mass-point of the Weapon | 
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 | 215 |  */ | 
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 | 216 | void Weapon::setEmissionPoint(const Vector& point) | 
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 | 217 | { | 
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 | 218 |   this->emissionPoint.setRelCoor(point); | 
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 | 219 | } | 
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 | 220 |  | 
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 | 221 | /** | 
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| [4891] | 222 |  * assigns a Sound-file to an action | 
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 | 223 |  * @param action the action the sound should be assigned too | 
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 | 224 |  * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager) | 
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 | 225 |  */ | 
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| [4885] | 226 | void Weapon::setActionSound(WeaponAction action, const char* soundFile) | 
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 | 227 | { | 
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 | 228 |   if (action >= WA_ACTION_COUNT) | 
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 | 229 |     return; | 
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| [4930] | 230 |   if (this->soundBuffers[action] != NULL) | 
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 | 231 |     ResourceManager::getInstance()->unload(this->soundBuffers[action]); | 
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 | 232 |  | 
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| [4885] | 233 |   else if (soundFile != NULL) | 
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 | 234 |   { | 
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 | 235 |     this->soundBuffers[action] = (SoundBuffer*)ResourceManager::getInstance()->load(soundFile, WAV); | 
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 | 236 |     if (this->soundBuffers[action] != NULL) | 
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 | 237 |     { | 
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| [4967] | 238 |       PRINTF(4)("Loaded sound %s to action %s.\n", soundFile, actionToChar(action)); | 
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| [4885] | 239 |     } | 
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 | 240 |     else | 
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 | 241 |     { | 
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| [5041] | 242 |       PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile, actionToChar(action)); | 
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| [4885] | 243 |     } | 
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 | 244 |   } | 
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 | 245 |   else | 
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 | 246 |     this->soundBuffers[action] = NULL; | 
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 | 247 | } | 
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 | 248 |  | 
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| [4893] | 249 | /** | 
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| [4895] | 250 |  * creates/returns an Animation3D for a certain State. | 
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 | 251 |  * @param state what State should the Animation be created/returned for | 
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 | 252 |  * @param node the node this Animation should apply to. (NULL is fine if the animation was already created) | 
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 | 253 |  * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist). | 
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| [4893] | 254 |  * | 
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 | 255 |  * This function does only generate the Animation Object, and if set it will | 
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 | 256 |  * automatically be executed, when a certain State is reached. | 
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 | 257 |  * What this does not do, is set keyframes, you have to operate on the returned animation. | 
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 | 258 |  */ | 
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| [4895] | 259 | Animation3D* Weapon::getAnimation(WeaponState state, PNode* node) | 
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| [4893] | 260 | { | 
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| [4895] | 261 |   if (state >= WS_STATE_COUNT) // if the state is not known | 
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| [4893] | 262 |     return NULL; | 
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 | 263 |  | 
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| [4895] | 264 |   if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it. | 
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| [4893] | 265 |   { | 
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| [4895] | 266 |     if (likely(node != NULL)) | 
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 | 267 |       return this->animation[state] = new Animation3D(node); | 
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 | 268 |     else | 
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 | 269 |     { | 
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 | 270 |       PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state)); | 
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 | 271 |       return NULL; | 
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 | 272 |     } | 
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| [4893] | 273 |   } | 
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| [4895] | 274 |   else | 
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 | 275 |     return this->animation[state]; | 
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| [4893] | 276 | } | 
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 | 277 |  | 
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| [6438] | 278 | GLGuiWidget* Weapon::getEnergyWidget() | 
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 | 279 | { | 
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 | 280 |   if (this->energyWidget == NULL) | 
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 | 281 |   { | 
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 | 282 |     this->energyWidget = new GLGuiBar; | 
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 | 283 |     this->energyWidget->setSize2D( 20, 100); | 
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 | 284 |     this->energyWidget->setMaximum(this->getEnergyMax()); | 
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 | 285 |     this->energyWidget->setValue(this->getEnergy()); | 
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 | 286 |   } | 
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 | 287 |   return this->energyWidget; | 
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 | 288 | } | 
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 | 289 |  | 
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 | 290 | void Weapon::updateWidgets() | 
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 | 291 | { | 
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 | 292 |   if (this->energyWidget != NULL) | 
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 | 293 |   { | 
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 | 294 |     this->energyWidget->setMaximum(this->energyMax); | 
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 | 295 |     this->energyWidget->setValue(this->energy); | 
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 | 296 |   } | 
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 | 297 | } | 
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 | 298 |  | 
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| [4892] | 299 | ///////////////// | 
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 | 300 | //  EXECUTION  // | 
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 | 301 | // GAME ACTION // | 
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 | 302 | ///////////////// | 
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| [4597] | 303 | /** | 
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| [4885] | 304 |  * request an action that should be executed, | 
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 | 305 |  * @param action the next action to take | 
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 | 306 |  * | 
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 | 307 |  * This function must be called instead of the actions (like fire/reload...) | 
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 | 308 |  * to make all the checks needed to have a usefull WeaponSystem. | 
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 | 309 |  */ | 
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 | 310 | void Weapon::requestAction(WeaponAction action) | 
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 | 311 | { | 
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| [4906] | 312 |   if (likely(this->isActive())) | 
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| [4885] | 313 |   { | 
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| [4906] | 314 |     if (this->requestedAction != WA_NONE) | 
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 | 315 |       return; | 
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| [5041] | 316 |     PRINTF(5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration); | 
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| [4885] | 317 |     this->requestedAction = action; | 
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 | 318 |   } | 
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| [4906] | 319 |   //else | 
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 | 320 |   else if (unlikely(action == WA_ACTIVATE)) | 
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 | 321 |   { | 
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 | 322 |     this->currentState = WS_ACTIVATING; | 
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| [4926] | 323 |     this->requestedAction = WA_ACTIVATE; | 
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| [4906] | 324 |   } | 
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| [4885] | 325 | } | 
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| [3577] | 326 |  | 
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| [4890] | 327 | /** | 
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 | 328 |  * adds energy to the Weapon | 
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 | 329 |  * @param energyToAdd The amount of energy | 
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 | 330 |  * @returns the amount of energy we did not pick up, because the weapon is already full | 
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 | 331 |  */ | 
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 | 332 | float Weapon::increaseEnergy(float energyToAdd) | 
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 | 333 | { | 
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 | 334 |   float maxAddEnergy = this->energyMax - this->energy; | 
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 | 335 |  | 
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 | 336 |   if (maxAddEnergy >= energyToAdd) | 
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 | 337 |   { | 
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 | 338 |     this->energy += energyToAdd; | 
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 | 339 |     return 0.0; | 
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 | 340 |   } | 
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 | 341 |   else | 
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 | 342 |   { | 
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 | 343 |     this->energy += maxAddEnergy; | 
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 | 344 |     return energyToAdd - maxAddEnergy; | 
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 | 345 |   } | 
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 | 346 | } | 
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 | 347 |  | 
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| [5498] | 348 | //////////////////////////////////////////////////////////// | 
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 | 349 | // WEAPON INTERNALS                                       // | 
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 | 350 | // These are functions, that no other Weapon should over- // | 
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 | 351 | // write. No class has direct Access to them, as it is    // | 
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 | 352 | // quite a complicated process, handling a Weapon from    // | 
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 | 353 | // the outside                                            // | 
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 | 354 | //////////////////////////////////////////////////////////// | 
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| [4891] | 355 | /** | 
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 | 356 |  * executes an action, and with it starts a new State. | 
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 | 357 |  * @return true, if it worked, false otherwise | 
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 | 358 |  * | 
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 | 359 |  * This function checks, wheter the possibility of executing an action is valid, | 
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 | 360 |  * and does all the necessary stuff, to execute them. If an action does not succeed, | 
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 | 361 |  * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again) | 
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 | 362 |  */ | 
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| [4885] | 363 | bool Weapon::execute() | 
|---|
| [3583] | 364 | { | 
|---|
| [4906] | 365 | #if DEBUG > 4 | 
|---|
| [4885] | 366 |   PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction)); | 
|---|
 | 367 |   this->debug(); | 
|---|
| [4906] | 368 | #endif | 
|---|
| [4885] | 369 |  | 
|---|
| [4926] | 370 |   WeaponAction action = this->requestedAction; | 
|---|
 | 371 |   this->requestedAction = WA_NONE; | 
|---|
 | 372 |  | 
|---|
 | 373 |   switch (action) | 
|---|
| [4885] | 374 |   { | 
|---|
| [6671] | 375 |   case WA_SHOOT: | 
|---|
 | 376 |     return this->fireW(); | 
|---|
 | 377 |     break; | 
|---|
 | 378 |   case WA_CHARGE: | 
|---|
 | 379 |     return this->chargeW(); | 
|---|
 | 380 |     break; | 
|---|
 | 381 |   case WA_RELOAD: | 
|---|
 | 382 |     return this->reloadW(); | 
|---|
 | 383 |     break; | 
|---|
 | 384 |   case WA_DEACTIVATE: | 
|---|
 | 385 |     return this->deactivateW(); | 
|---|
 | 386 |     break; | 
|---|
 | 387 |   case WA_ACTIVATE: | 
|---|
 | 388 |     return this->activateW(); | 
|---|
 | 389 |     break; | 
|---|
| [4885] | 390 |   } | 
|---|
| [3583] | 391 | } | 
|---|
| [3577] | 392 |  | 
|---|
| [4597] | 393 | /** | 
|---|
| [4894] | 394 |  * checks and activates the Weapon. | 
|---|
 | 395 |  * @return true on success. | 
|---|
| [4892] | 396 |  */ | 
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 | 397 | bool Weapon::activateW() | 
|---|
| [3583] | 398 | { | 
|---|
| [6438] | 399 |   //  if (this->currentState == WS_INACTIVE) | 
|---|
| [4892] | 400 |   { | 
|---|
| [6433] | 401 |     // play Sound | 
|---|
| [4893] | 402 |     if (likely(this->soundBuffers[WA_ACTIVATE] != NULL)) | 
|---|
| [4892] | 403 |       this->soundSource->play(this->soundBuffers[WA_ACTIVATE]); | 
|---|
| [6444] | 404 |     this->updateWidgets(); | 
|---|
| [6438] | 405 |     // activate | 
|---|
| [4895] | 406 |     PRINTF(4)("Activating the Weapon %s\n", this->getName()); | 
|---|
| [4892] | 407 |     this->activate(); | 
|---|
| [4895] | 408 |     // setting up for next action | 
|---|
| [4926] | 409 |     this->enterState(WS_ACTIVATING); | 
|---|
| [4892] | 410 |   } | 
|---|
| [3583] | 411 | } | 
|---|
| [3577] | 412 |  | 
|---|
| [4597] | 413 | /** | 
|---|
| [4894] | 414 |  * checks and deactivates the Weapon | 
|---|
 | 415 |  * @return true on success. | 
|---|
| [4892] | 416 |  */ | 
|---|
 | 417 | bool Weapon::deactivateW() | 
|---|
| [3583] | 418 | { | 
|---|
| [6438] | 419 |   //  if (this->currentState != WS_INACTIVE) | 
|---|
| [4892] | 420 |   { | 
|---|
 | 421 |     PRINTF(4)("Deactivating the Weapon %s\n", this->getName()); | 
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| [6438] | 422 |     // play Sound | 
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| [4892] | 423 |     if (this->soundBuffers[WA_DEACTIVATE] != NULL) | 
|---|
 | 424 |       this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]); | 
|---|
| [4926] | 425 |     // deactivate | 
|---|
| [4892] | 426 |     this->deactivate(); | 
|---|
| [4926] | 427 |     this->enterState(WS_DEACTIVATING); | 
|---|
| [4892] | 428 |   } | 
|---|
| [3583] | 429 | } | 
|---|
| [3577] | 430 |  | 
|---|
| [4892] | 431 | /** | 
|---|
| [4894] | 432 |  * checks and charges the Weapon | 
|---|
 | 433 |  * @return true on success. | 
|---|
| [4892] | 434 |  */ | 
|---|
 | 435 | bool Weapon::chargeW() | 
|---|
| [4885] | 436 | { | 
|---|
| [6671] | 437 |   if ( this->currentState != WS_INACTIVE && this->energy >= this->minCharge) | 
|---|
| [4892] | 438 |   { | 
|---|
| [6438] | 439 |     // playing Sound | 
|---|
| [4892] | 440 |     if (this->soundBuffers[WA_CHARGE] != NULL) | 
|---|
 | 441 |       this->soundSource->play(this->soundBuffers[WA_CHARGE]); | 
|---|
| [4893] | 442 |  | 
|---|
| [6438] | 443 |     // charge | 
|---|
| [4892] | 444 |     this->charge(); | 
|---|
| [6438] | 445 |     // setting up for the next state | 
|---|
| [4926] | 446 |     this->enterState(WS_CHARGING); | 
|---|
| [4892] | 447 |   } | 
|---|
 | 448 |   else // deactivate the Weapon if we do not have enough energy | 
|---|
 | 449 |   { | 
|---|
 | 450 |     this->requestAction(WA_RELOAD); | 
|---|
 | 451 |   } | 
|---|
| [4885] | 452 | } | 
|---|
| [3573] | 453 |  | 
|---|
| [4892] | 454 | /** | 
|---|
| [4894] | 455 |  * checks and fires the Weapon | 
|---|
 | 456 |  * @return true on success. | 
|---|
| [4892] | 457 |  */ | 
|---|
 | 458 | bool Weapon::fireW() | 
|---|
| [3575] | 459 | { | 
|---|
| [6438] | 460 |   //if (likely(this->currentState != WS_INACTIVE)) | 
|---|
| [6671] | 461 |   if (this->minCharge <= this->energy) | 
|---|
| [4892] | 462 |   { | 
|---|
| [6438] | 463 |     // playing Sound | 
|---|
| [4892] | 464 |     if (this->soundBuffers[WA_SHOOT] != NULL) | 
|---|
 | 465 |       this->soundSource->play(this->soundBuffers[WA_SHOOT]); | 
|---|
| [6444] | 466 |     this->updateWidgets(); | 
|---|
| [6438] | 467 |     // fire | 
|---|
| [6671] | 468 |     this->energy -= this->minCharge; | 
|---|
| [4892] | 469 |     this->fire(); | 
|---|
| [6438] | 470 |     // setting up for the next state | 
|---|
| [4926] | 471 |     this->enterState(WS_SHOOTING); | 
|---|
| [4892] | 472 |   } | 
|---|
 | 473 |   else  // reload if we still have the charge | 
|---|
 | 474 |   { | 
|---|
 | 475 |     this->requestAction(WA_RELOAD); | 
|---|
| [4930] | 476 |     this->execute(); | 
|---|
| [4892] | 477 |   } | 
|---|
 | 478 | } | 
|---|
 | 479 |  | 
|---|
 | 480 | /** | 
|---|
| [4894] | 481 |  * checks and Reloads the Weapon | 
|---|
 | 482 |  * @return true on success. | 
|---|
| [4892] | 483 |  */ | 
|---|
 | 484 | bool Weapon::reloadW() | 
|---|
 | 485 | { | 
|---|
| [4885] | 486 |   PRINTF(4)("Reloading Weapon %s\n", this->getName()); | 
|---|
| [6671] | 487 |   if (this->ammoContainer.get() != NULL && | 
|---|
 | 488 |         unlikely(this->energy + this->ammoContainer->getStoredEnergy() < this->minCharge)) | 
|---|
| [4885] | 489 |   { | 
|---|
 | 490 |     this->requestAction(WA_DEACTIVATE); | 
|---|
| [4930] | 491 |     this->execute(); | 
|---|
| [4892] | 492 |     return false; | 
|---|
| [4885] | 493 |   } | 
|---|
| [3573] | 494 |  | 
|---|
 | 495 |  | 
|---|
| [4892] | 496 |   if (this->soundBuffers[WA_RELOAD] != NULL) | 
|---|
 | 497 |     this->soundSource->play(this->soundBuffers[WA_RELOAD]); | 
|---|
 | 498 |  | 
|---|
| [6671] | 499 |   if (this->ammoContainer.get() != NULL) | 
|---|
 | 500 |     this->ammoContainer->fillWeapon(this); | 
|---|
| [4885] | 501 |   else | 
|---|
 | 502 |   { | 
|---|
| [6671] | 503 |     this->energy = this->energyMax; | 
|---|
| [4885] | 504 |   } | 
|---|
| [6444] | 505 |   this->updateWidgets(); | 
|---|
| [4892] | 506 |   this->reload(); | 
|---|
| [4926] | 507 |   this->enterState(WS_RELOADING); | 
|---|
 | 508 | } | 
|---|
| [3575] | 509 |  | 
|---|
| [4926] | 510 | /** | 
|---|
 | 511 |  * enters the requested State, plays back animations updates the timing. | 
|---|
 | 512 |  * @param state the state to enter. | 
|---|
 | 513 |  */ | 
|---|
 | 514 | inline void Weapon::enterState(WeaponState state) | 
|---|
 | 515 | { | 
|---|
| [5041] | 516 |   PRINTF(4)("ENTERING STATE %s\n", stateToChar(state)); | 
|---|
| [4926] | 517 |   // playing animation if availiable | 
|---|
 | 518 |   if (likely(this->animation[state] != NULL)) | 
|---|
 | 519 |     this->animation[state]->replay(); | 
|---|
 | 520 |  | 
|---|
 | 521 |   this->stateDuration = this->times[state] + this->stateDuration; | 
|---|
 | 522 |   this->currentState = state; | 
|---|
| [3575] | 523 | } | 
|---|
 | 524 |  | 
|---|
| [4927] | 525 | /////////////////// | 
|---|
 | 526 | //  WORLD-ENTITY // | 
|---|
 | 527 | // FUNCTIONALITY // | 
|---|
 | 528 | /////////////////// | 
|---|
| [3575] | 529 | /** | 
|---|
| [4885] | 530 |  * tick signal for time dependent/driven stuff | 
|---|
| [3575] | 531 | */ | 
|---|
| [6439] | 532 | void Weapon::tickW(float dt) | 
|---|
| [4885] | 533 | { | 
|---|
| [4934] | 534 |   //printf("%s ", stateToChar(this->currentState)); | 
|---|
| [4910] | 535 |  | 
|---|
| [4885] | 536 |   // setting up the timing properties | 
|---|
 | 537 |   this->stateDuration -= dt; | 
|---|
| [3575] | 538 |  | 
|---|
| [4949] | 539 |   if (this->stateDuration <= 0.0) | 
|---|
| [4885] | 540 |   { | 
|---|
| [4949] | 541 |     if (unlikely (this->currentState == WS_DEACTIVATING)) | 
|---|
| [4885] | 542 |     { | 
|---|
| [4949] | 543 |       this->currentState = WS_INACTIVE; | 
|---|
 | 544 |       return; | 
|---|
 | 545 |     } | 
|---|
 | 546 |     else | 
|---|
 | 547 |       this->currentState = WS_IDLE; | 
|---|
| [4906] | 548 |  | 
|---|
| [4949] | 549 |     if (this->requestedAction != WA_NONE) | 
|---|
 | 550 |     { | 
|---|
 | 551 |       this->stateDuration = -dt; | 
|---|
 | 552 |       this->execute(); | 
|---|
| [4885] | 553 |     } | 
|---|
 | 554 |   } | 
|---|
| [6439] | 555 |   tick(dt); | 
|---|
| [4885] | 556 | } | 
|---|
 | 557 |  | 
|---|
| [3575] | 558 |  | 
|---|
 | 559 |  | 
|---|
 | 560 |  | 
|---|
| [4885] | 561 | ////////////////////// | 
|---|
 | 562 | // HELPER FUNCTIONS // | 
|---|
 | 563 | ////////////////////// | 
|---|
| [3576] | 564 | /** | 
|---|
| [4891] | 565 |  * checks wether all the Weapons functions are valid, and if it is possible to go to action with it. | 
|---|
| [5498] | 566 |  * @todo IMPLEMENT the Weapons Check | 
|---|
| [4891] | 567 |  */ | 
|---|
 | 568 | bool Weapon::check() const | 
|---|
 | 569 | { | 
|---|
 | 570 |   bool retVal = true; | 
|---|
 | 571 |  | 
|---|
| [6438] | 572 |   //  if (this->projectile == NULL) | 
|---|
| [4891] | 573 |   { | 
|---|
| [5041] | 574 |     PRINTF(1)("There was no projectile assigned to the Weapon.\n"); | 
|---|
| [4891] | 575 |     retVal = false; | 
|---|
 | 576 |   } | 
|---|
 | 577 |  | 
|---|
 | 578 |  | 
|---|
 | 579 |  | 
|---|
 | 580 |  | 
|---|
 | 581 |   return retVal; | 
|---|
 | 582 | } | 
|---|
 | 583 |  | 
|---|
 | 584 | /** | 
|---|
| [4885] | 585 |  * some nice debugging information about this Weapon | 
|---|
 | 586 |  */ | 
|---|
 | 587 | void Weapon::debug() const | 
|---|
 | 588 | { | 
|---|
| [6433] | 589 |   PRINT(0)("Weapon-Debug %s, state: %s (duration: %fs), nextAction: %s\n", this->getName(), Weapon::stateToChar(this->currentState), this->stateDuration, Weapon::actionToChar(requestedAction)); | 
|---|
| [6671] | 590 |   PRINT(0)("Energy: max: %f; current: %f; chargeMin: %f, chargeMax %f\n", | 
|---|
 | 591 |            this->energyMax, this->energy, this->minCharge, this->maxCharge); | 
|---|
| [4967] | 592 |  | 
|---|
 | 593 |  | 
|---|
| [4885] | 594 | } | 
|---|
| [3575] | 595 |  | 
|---|
| [5498] | 596 | //////////////////////////////////////////////////////// | 
|---|
 | 597 | // static Definitions (transormators for readability) // | 
|---|
 | 598 | //////////////////////////////////////////////////////// | 
|---|
| [4885] | 599 | /** | 
|---|
 | 600 |  * Converts a String into an Action. | 
|---|
 | 601 |  * @param action the String input holding the Action. | 
|---|
 | 602 |  * @return The Action if known, WA_NONE otherwise. | 
|---|
 | 603 |  */ | 
|---|
 | 604 | WeaponAction Weapon::charToAction(const char* action) | 
|---|
 | 605 | { | 
|---|
 | 606 |   if (!strcmp(action, "none")) | 
|---|
 | 607 |     return WA_NONE; | 
|---|
 | 608 |   else if (!strcmp(action, "shoot")) | 
|---|
 | 609 |     return WA_SHOOT; | 
|---|
 | 610 |   else if (!strcmp(action, "charge")) | 
|---|
 | 611 |     return WA_CHARGE; | 
|---|
 | 612 |   else if (!strcmp(action, "reload")) | 
|---|
 | 613 |     return WA_RELOAD; | 
|---|
 | 614 |   else if (!strcmp(action, "acitvate")) | 
|---|
 | 615 |     return WA_ACTIVATE; | 
|---|
 | 616 |   else if (!strcmp(action, "deactivate")) | 
|---|
 | 617 |     return WA_DEACTIVATE; | 
|---|
 | 618 |   else if (!strcmp(action, "special1")) | 
|---|
 | 619 |     return WA_SPECIAL1; | 
|---|
 | 620 |   else | 
|---|
| [6438] | 621 |   { | 
|---|
 | 622 |     PRINTF(2)("action %s could not be identified.\n", action); | 
|---|
 | 623 |     return WA_NONE; | 
|---|
 | 624 |   } | 
|---|
| [4885] | 625 | } | 
|---|
| [3575] | 626 |  | 
|---|
 | 627 | /** | 
|---|
| [4885] | 628 |  * converts an action into a String | 
|---|
 | 629 |  * @param action the action to convert | 
|---|
 | 630 |  * @return a String matching the name of the action | 
|---|
 | 631 |  */ | 
|---|
 | 632 | const char* Weapon::actionToChar(WeaponAction action) | 
|---|
 | 633 | { | 
|---|
 | 634 |   switch (action) | 
|---|
 | 635 |   { | 
|---|
| [6671] | 636 |   case WA_SHOOT: | 
|---|
 | 637 |     return "shoot"; | 
|---|
 | 638 |     break; | 
|---|
 | 639 |   case WA_CHARGE: | 
|---|
 | 640 |     return "charge"; | 
|---|
 | 641 |     break; | 
|---|
 | 642 |   case WA_RELOAD: | 
|---|
 | 643 |     return "reload"; | 
|---|
 | 644 |     break; | 
|---|
 | 645 |   case WA_ACTIVATE: | 
|---|
 | 646 |     return "activate"; | 
|---|
 | 647 |     break; | 
|---|
 | 648 |   case WA_DEACTIVATE: | 
|---|
 | 649 |     return "deactivate"; | 
|---|
 | 650 |     break; | 
|---|
 | 651 |   case WA_SPECIAL1: | 
|---|
 | 652 |     return "special1"; | 
|---|
 | 653 |     break; | 
|---|
 | 654 |   default: | 
|---|
 | 655 |     return "none"; | 
|---|
 | 656 |     break; | 
|---|
| [4885] | 657 |   } | 
|---|
 | 658 | } | 
|---|
| [3577] | 659 |  | 
|---|
 | 660 | /** | 
|---|
| [4885] | 661 |  * Converts a String into a State. | 
|---|
 | 662 |  * @param state the String input holding the State. | 
|---|
 | 663 |  * @return The State if known, WS_NONE otherwise. | 
|---|
 | 664 |  */ | 
|---|
 | 665 | WeaponState Weapon::charToState(const char* state) | 
|---|
 | 666 | { | 
|---|
 | 667 |   if (!strcmp(state, "none")) | 
|---|
 | 668 |     return WS_NONE; | 
|---|
 | 669 |   else if (!strcmp(state, "shooting")) | 
|---|
 | 670 |     return WS_SHOOTING; | 
|---|
 | 671 |   else if (!strcmp(state, "charging")) | 
|---|
 | 672 |     return WS_CHARGING; | 
|---|
 | 673 |   else if (!strcmp(state, "reloading")) | 
|---|
 | 674 |     return WS_RELOADING; | 
|---|
 | 675 |   else if (!strcmp(state, "activating")) | 
|---|
 | 676 |     return WS_ACTIVATING; | 
|---|
 | 677 |   else if (!strcmp(state, "deactivating")) | 
|---|
 | 678 |     return WS_DEACTIVATING; | 
|---|
 | 679 |   else if (!strcmp(state, "inactive")) | 
|---|
 | 680 |     return WS_INACTIVE; | 
|---|
 | 681 |   else if (!strcmp(state, "idle")) | 
|---|
 | 682 |     return WS_IDLE; | 
|---|
 | 683 |   else | 
|---|
| [6438] | 684 |   { | 
|---|
 | 685 |     PRINTF(2)("state %s could not be identified.\n", state); | 
|---|
 | 686 |     return WS_NONE; | 
|---|
 | 687 |   } | 
|---|
| [4885] | 688 | } | 
|---|
| [3583] | 689 |  | 
|---|
 | 690 | /** | 
|---|
| [4885] | 691 |  * converts a State into a String | 
|---|
 | 692 |  * @param state the state to convert | 
|---|
 | 693 |  * @return a String matching the name of the state | 
|---|
 | 694 |  */ | 
|---|
 | 695 | const char* Weapon::stateToChar(WeaponState state) | 
|---|
 | 696 | { | 
|---|
 | 697 |   switch (state) | 
|---|
 | 698 |   { | 
|---|
| [6671] | 699 |   case WS_SHOOTING: | 
|---|
 | 700 |     return "shooting"; | 
|---|
 | 701 |     break; | 
|---|
 | 702 |   case WS_CHARGING: | 
|---|
 | 703 |     return "charging"; | 
|---|
 | 704 |     break; | 
|---|
 | 705 |   case WS_RELOADING: | 
|---|
 | 706 |     return "reloading"; | 
|---|
 | 707 |     break; | 
|---|
 | 708 |   case WS_ACTIVATING: | 
|---|
 | 709 |     return "activating"; | 
|---|
 | 710 |     break; | 
|---|
 | 711 |   case WS_DEACTIVATING: | 
|---|
 | 712 |     return "deactivating"; | 
|---|
 | 713 |     break; | 
|---|
 | 714 |   case WS_IDLE: | 
|---|
 | 715 |     return "idle"; | 
|---|
 | 716 |     break; | 
|---|
 | 717 |   case WS_INACTIVE: | 
|---|
 | 718 |     return "inactive"; | 
|---|
 | 719 |     break; | 
|---|
 | 720 |   default: | 
|---|
 | 721 |     return "none"; | 
|---|
 | 722 |     break; | 
|---|
| [4885] | 723 |   } | 
|---|
 | 724 | } | 
|---|