| [3573] | 1 |  | 
|---|
| [4597] | 2 | /* | 
|---|
| [3573] | 3 |    orxonox - the future of 3D-vertical-scrollers | 
|---|
 | 4 |  | 
|---|
 | 5 |    Copyright (C) 2004 orx | 
|---|
 | 6 |  | 
|---|
 | 7 |    This program is free software; you can redistribute it and/or modify | 
|---|
 | 8 |    it under the terms of the GNU General Public License as published by | 
|---|
 | 9 |    the Free Software Foundation; either version 2, or (at your option) | 
|---|
 | 10 |    any later version. | 
|---|
 | 11 |  | 
|---|
| [4826] | 12 | ### File Specific | 
|---|
| [3573] | 13 |    main-programmer: Patrick Boenzli | 
|---|
| [4832] | 14 |    co-programmer: Benjamin Grauer | 
|---|
| [4885] | 15 |  | 
|---|
 | 16 |    2005-07-15: Benjamin Grauer: restructurating the entire Class | 
|---|
| [3573] | 17 | */ | 
|---|
 | 18 |  | 
|---|
| [4885] | 19 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON | 
|---|
 | 20 |  | 
|---|
| [4828] | 21 | #include "weapon.h" | 
|---|
 | 22 |  | 
|---|
| [5355] | 23 | #include "fast_factory.h" | 
|---|
| [6434] | 24 | #include "world_entities/projectiles/projectile.h" | 
|---|
| [4834] | 25 |  | 
|---|
| [5143] | 26 | #include "resource_manager.h" | 
|---|
| [4894] | 27 | #include "class_list.h" | 
|---|
| [4834] | 28 | #include "load_param.h" | 
|---|
| [4828] | 29 | #include "state.h" | 
|---|
| [4885] | 30 | #include "animation3d.h" | 
|---|
| [4948] | 31 | #include "vector.h" | 
|---|
| [3573] | 32 |  | 
|---|
| [5930] | 33 | #include "sound_source.h" | 
|---|
 | 34 | #include "sound_buffer.h" | 
|---|
 | 35 |  | 
|---|
| [6438] | 36 | #include "glgui_bar.h" | 
|---|
 | 37 |  | 
|---|
| [4892] | 38 | //////////////////// | 
|---|
 | 39 | // INITAILISATION // | 
|---|
 | 40 | // SETTING VALUES // | 
|---|
 | 41 | //////////////////// | 
|---|
| [3870] | 42 | /** | 
|---|
| [4885] | 43 |  * standard constructor | 
|---|
 | 44 |  * | 
|---|
 | 45 |  * creates a new weapon | 
|---|
| [3575] | 46 | */ | 
|---|
| [5750] | 47 | Weapon::Weapon () | 
|---|
| [3620] | 48 | { | 
|---|
| [4885] | 49 |   this->init(); | 
|---|
| [3620] | 50 | } | 
|---|
| [3573] | 51 |  | 
|---|
| [3575] | 52 | /** | 
|---|
| [4885] | 53 |  * standard deconstructor | 
|---|
| [3575] | 54 | */ | 
|---|
| [4597] | 55 | Weapon::~Weapon () | 
|---|
| [3573] | 56 | { | 
|---|
| [4885] | 57 |   for (int i = 0; i < WS_STATE_COUNT; i++) | 
|---|
| [4894] | 58 |     if (this->animation[i] && ClassList::exists(animation[i], CL_ANIMATION))  //!< @todo this should check animation3D | 
|---|
| [4885] | 59 |       delete this->animation[i]; | 
|---|
 | 60 |   for (int i = 0; i < WA_ACTION_COUNT; i++) | 
|---|
| [5302] | 61 |     if (this->soundBuffers[i] != NULL && ClassList::exists(this->soundBuffers[i], CL_SOUND_BUFFER)) | 
|---|
| [4885] | 62 |       ResourceManager::getInstance()->unload(this->soundBuffers[i]); | 
|---|
| [4959] | 63 |  | 
|---|
 | 64 |   if (ClassList::exists(this->soundSource, CL_SOUND_SOURCE)) | 
|---|
 | 65 |     delete this->soundSource; | 
|---|
| [4885] | 66 | } | 
|---|
| [4597] | 67 |  | 
|---|
| [4885] | 68 | /** | 
|---|
 | 69 |  * initializes the Weapon with ALL default values | 
|---|
| [5498] | 70 |  * | 
|---|
 | 71 |  * This Sets the default values of the Weapon | 
|---|
| [4885] | 72 |  */ | 
|---|
 | 73 | void Weapon::init() | 
|---|
 | 74 | { | 
|---|
| [5498] | 75 |   this->currentState     = WS_INACTIVE;            //< Normaly the Weapon is Inactive | 
|---|
 | 76 |   this->requestedAction  = WA_NONE;                //< No action is requested by default | 
|---|
 | 77 |   this->stateDuration    = 0.0;                    //< All the States have zero duration | 
|---|
 | 78 |   for (int i = 0; i < WS_STATE_COUNT; i++)         //< Every State has: | 
|---|
| [6438] | 79 |   { | 
|---|
 | 80 |     this->times[i] = 0.0;                        //< An infinitesimal duration | 
|---|
 | 81 |     this->animation[i] = NULL;                   //< No animation | 
|---|
 | 82 |   } | 
|---|
| [4885] | 83 |   for (int i = 0; i < WA_ACTION_COUNT; i++) | 
|---|
| [5498] | 84 |     this->soundBuffers[i] = NULL;                  //< No Sounds | 
|---|
| [3888] | 85 |  | 
|---|
| [5498] | 86 |   this->soundSource = new SoundSource(this);       //< Every Weapon has exacty one SoundSource. | 
|---|
 | 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 | 
|---|
| [4885] | 88 |  | 
|---|
| [6756] | 89 |   this->target = NULL;                             //< Nothing is Targeted by default. | 
|---|
 | 90 |  | 
|---|
| [5498] | 91 |   this->projectile = CL_NULL;                      //< No Projectile Class is Connected to this weapon | 
|---|
 | 92 |   this->projectileFactory = NULL;                  //< No Factory generating Projectiles is selected. | 
|---|
| [4885] | 93 |  | 
|---|
| [5498] | 94 |   this->hideInactive = true;                       //< The Weapon will be hidden if it is inactive (by default) | 
|---|
| [4906] | 95 |  | 
|---|
| [5498] | 96 |   this->minCharge = 1.0;                           //< The minimum charge the Weapon can hold is 1 unit. | 
|---|
 | 97 |   this->maxCharge = 1.0;                           //< The maximum charge is also one unit. | 
|---|
| [4927] | 98 |  | 
|---|
| [6671] | 99 |   this->energy = 10;                               //< The secondary Buffer (before we have to reload) | 
|---|
| [5498] | 100 |   this->energyMax = 10.0;                          //< How much energy can be carried | 
|---|
 | 101 |   this->capability = WTYPE_ALL;                    //< The Weapon has all capabilities @see W_Capability. | 
|---|
| [6438] | 102 |  | 
|---|
 | 103 |   this->energyWidget = NULL; | 
|---|
| [6695] | 104 |  | 
|---|
 | 105 |   // set this object to be synchronized over network | 
|---|
 | 106 |   //this->setSynchronized(true); | 
|---|
| [3573] | 107 | } | 
|---|
 | 108 |  | 
|---|
| [5498] | 109 | /** | 
|---|
 | 110 |  * loads the Parameters of a Weapon | 
|---|
 | 111 |  * @param root the XML-Element to load the Weapons settings from | 
|---|
 | 112 |  */ | 
|---|
| [4972] | 113 | void Weapon::loadParams(const TiXmlElement* root) | 
|---|
 | 114 | { | 
|---|
| [6512] | 115 |   WorldEntity::loadParams(root); | 
|---|
| [4972] | 116 |  | 
|---|
| [5671] | 117 |   LoadParam(root, "projectile", this, Weapon, setProjectileType) | 
|---|
| [6438] | 118 |   .describe("Sets the name of the Projectile to load onto the Entity"); | 
|---|
| [4972] | 119 |  | 
|---|
| [5671] | 120 |   LoadParam(root, "emission-point", this, Weapon, setEmissionPoint) | 
|---|
| [6438] | 121 |   .describe("Sets the Point of emission of this weapon"); | 
|---|
| [4972] | 122 |  | 
|---|
| [5671] | 123 |   LoadParam(root, "state-duration", this, Weapon, setStateDuration) | 
|---|
| [6438] | 124 |   .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)"); | 
|---|
| [4972] | 125 |  | 
|---|
| [5671] | 126 |   LoadParam(root, "action-sound", this, Weapon, setActionSound) | 
|---|
| [6438] | 127 |   .describe("Sets a given sound to an action (1: action-Name; 2: name of the sound (relative to the Data-Path))"); | 
|---|
| [4972] | 128 | } | 
|---|
 | 129 |  | 
|---|
| [6728] | 130 |  | 
|---|
| [4947] | 131 | /** | 
|---|
 | 132 |  * sets the Projectile to use for this weapon. | 
|---|
 | 133 |  * @param projectile The ID of the Projectile to use | 
|---|
| [4950] | 134 |  * @returns true, if it was sucessfull, false on error | 
|---|
| [4947] | 135 |  * | 
|---|
| [5498] | 136 |  * be aware, that this function does not create Factories, as this is job of Projecitle/Bullet-classes. | 
|---|
 | 137 |  * What it does, is telling the Weapon what Projectiles it can Emit. | 
|---|
| [4947] | 138 |  */ | 
|---|
| [5356] | 139 | void Weapon::setProjectileType(ClassID projectile) | 
|---|
| [4947] | 140 | { | 
|---|
 | 141 |   if (projectile == CL_NULL) | 
|---|
| [4972] | 142 |     return; | 
|---|
| [4947] | 143 |   this->projectile = projectile; | 
|---|
 | 144 |   this->projectileFactory = FastFactory::searchFastFactory(projectile); | 
|---|
 | 145 |   if (this->projectileFactory == NULL) | 
|---|
| [4979] | 146 |   { | 
|---|
 | 147 |     PRINTF(1)("unable to find FastFactory for the Projectile.\n"); | 
|---|
| [4972] | 148 |     return; | 
|---|
| [4979] | 149 |   } | 
|---|
| [4948] | 150 |   else | 
|---|
 | 151 |   { | 
|---|
 | 152 |     // grabbing Parameters from the Projectile to have them at hand here. | 
|---|
 | 153 |     Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); | 
|---|
| [6431] | 154 |     this->minCharge = pj->getMinEnergy(); | 
|---|
| [6700] | 155 |     this->maxCharge = pj->getHealthMax(); | 
|---|
| [4948] | 156 |     this->chargeable = pj->isChageable(); | 
|---|
| [4979] | 157 |     this->projectileFactory->kill(pj); | 
|---|
| [4948] | 158 |   } | 
|---|
| [4979] | 159 | } | 
|---|
| [3573] | 160 |  | 
|---|
| [6728] | 161 |  | 
|---|
| [4891] | 162 | /** | 
|---|
| [4950] | 163 |  * @see bool Weapon::setProjectile(ClassID projectile) | 
|---|
 | 164 |  * @param projectile the Name of the Projectile. | 
|---|
 | 165 |  */ | 
|---|
| [5356] | 166 | void Weapon::setProjectileType(const char* projectile) | 
|---|
| [4950] | 167 | { | 
|---|
 | 168 |   if (projectile == NULL) | 
|---|
| [4972] | 169 |     return; | 
|---|
| [4950] | 170 |   FastFactory* tmpFac = FastFactory::searchFastFactory(projectile); | 
|---|
 | 171 |   if (tmpFac != NULL) | 
|---|
 | 172 |   { | 
|---|
| [5356] | 173 |     this->setProjectileType(tmpFac->getStoredID()); | 
|---|
| [4950] | 174 |   } | 
|---|
| [4972] | 175 |   else | 
|---|
 | 176 |   { | 
|---|
| [5356] | 177 |     PRINTF(1)("Projectile %s does not exist for weapon %s\n", projectile, this->getName()); | 
|---|
| [4972] | 178 |   } | 
|---|
| [4950] | 179 | } | 
|---|
 | 180 |  | 
|---|
| [6728] | 181 |  | 
|---|
| [4950] | 182 | /** | 
|---|
| [5356] | 183 |  * prepares Projectiles of the Weapon | 
|---|
| [5498] | 184 |  * @param count how many Projectiles to create (they will be stored in the ProjectileFactory) | 
|---|
| [5356] | 185 |  */ | 
|---|
 | 186 | void Weapon::prepareProjectiles(unsigned int count) | 
|---|
 | 187 | { | 
|---|
| [5357] | 188 |   if (likely(this->projectileFactory != NULL)) | 
|---|
| [5356] | 189 |     projectileFactory->prepare(count); | 
|---|
 | 190 |   else | 
|---|
| [5357] | 191 |     PRINTF(2)("unable to create %d projectile for Weapon %s (%s)\n", count, this->getName(), this->getClassName()); | 
|---|
| [5356] | 192 | } | 
|---|
 | 193 |  | 
|---|
| [6728] | 194 |  | 
|---|
| [5356] | 195 | /** | 
|---|
 | 196 |  * resurects and returns a Projectile | 
|---|
| [5498] | 197 |  * @returns a Projectile on success, NULL on error | 
|---|
 | 198 |  * | 
|---|
 | 199 |  * errors: 1. (ProjectileFastFactory not Found) | 
|---|
 | 200 |  *         2. No more Projectiles availiable. | 
|---|
| [5356] | 201 |  */ | 
|---|
 | 202 | Projectile* Weapon::getProjectile() | 
|---|
 | 203 | { | 
|---|
| [5357] | 204 |   if (likely (this->projectileFactory != NULL)) | 
|---|
| [6142] | 205 |   { | 
|---|
 | 206 |     Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); | 
|---|
 | 207 |     pj->toList((OM_LIST)(this->getOMListNumber()+1)); | 
|---|
 | 208 |     return pj; | 
|---|
 | 209 |   } | 
|---|
| [5356] | 210 |   else | 
|---|
 | 211 |   { | 
|---|
| [5498] | 212 |     PRINTF(2)("No projectile defined for Weapon %s(%s) can't return any\n", this->getName(), this->getClassName()); | 
|---|
| [5356] | 213 |     return NULL; | 
|---|
 | 214 |   } | 
|---|
 | 215 | } | 
|---|
 | 216 |  | 
|---|
 | 217 |  | 
|---|
 | 218 | /** | 
|---|
| [4892] | 219 |  * sets the emissionPoint's relative position from the Weapon | 
|---|
 | 220 |  * @param point the Point relative to the mass-point of the Weapon | 
|---|
 | 221 |  */ | 
|---|
 | 222 | void Weapon::setEmissionPoint(const Vector& point) | 
|---|
 | 223 | { | 
|---|
 | 224 |   this->emissionPoint.setRelCoor(point); | 
|---|
 | 225 | } | 
|---|
 | 226 |  | 
|---|
| [6728] | 227 |  | 
|---|
| [4892] | 228 | /** | 
|---|
| [4891] | 229 |  * assigns a Sound-file to an action | 
|---|
 | 230 |  * @param action the action the sound should be assigned too | 
|---|
 | 231 |  * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager) | 
|---|
 | 232 |  */ | 
|---|
| [4885] | 233 | void Weapon::setActionSound(WeaponAction action, const char* soundFile) | 
|---|
 | 234 | { | 
|---|
 | 235 |   if (action >= WA_ACTION_COUNT) | 
|---|
 | 236 |     return; | 
|---|
| [4930] | 237 |   if (this->soundBuffers[action] != NULL) | 
|---|
 | 238 |     ResourceManager::getInstance()->unload(this->soundBuffers[action]); | 
|---|
 | 239 |  | 
|---|
| [4885] | 240 |   else if (soundFile != NULL) | 
|---|
 | 241 |   { | 
|---|
 | 242 |     this->soundBuffers[action] = (SoundBuffer*)ResourceManager::getInstance()->load(soundFile, WAV); | 
|---|
 | 243 |     if (this->soundBuffers[action] != NULL) | 
|---|
 | 244 |     { | 
|---|
| [4967] | 245 |       PRINTF(4)("Loaded sound %s to action %s.\n", soundFile, actionToChar(action)); | 
|---|
| [4885] | 246 |     } | 
|---|
 | 247 |     else | 
|---|
 | 248 |     { | 
|---|
| [5041] | 249 |       PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile, actionToChar(action)); | 
|---|
| [4885] | 250 |     } | 
|---|
 | 251 |   } | 
|---|
 | 252 |   else | 
|---|
 | 253 |     this->soundBuffers[action] = NULL; | 
|---|
 | 254 | } | 
|---|
 | 255 |  | 
|---|
| [6728] | 256 |  | 
|---|
| [4893] | 257 | /** | 
|---|
| [4895] | 258 |  * creates/returns an Animation3D for a certain State. | 
|---|
 | 259 |  * @param state what State should the Animation be created/returned for | 
|---|
 | 260 |  * @param node the node this Animation should apply to. (NULL is fine if the animation was already created) | 
|---|
 | 261 |  * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist). | 
|---|
| [4893] | 262 |  * | 
|---|
 | 263 |  * This function does only generate the Animation Object, and if set it will | 
|---|
 | 264 |  * automatically be executed, when a certain State is reached. | 
|---|
 | 265 |  * What this does not do, is set keyframes, you have to operate on the returned animation. | 
|---|
 | 266 |  */ | 
|---|
| [4895] | 267 | Animation3D* Weapon::getAnimation(WeaponState state, PNode* node) | 
|---|
| [4893] | 268 | { | 
|---|
| [4895] | 269 |   if (state >= WS_STATE_COUNT) // if the state is not known | 
|---|
| [4893] | 270 |     return NULL; | 
|---|
 | 271 |  | 
|---|
| [4895] | 272 |   if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it. | 
|---|
| [4893] | 273 |   { | 
|---|
| [4895] | 274 |     if (likely(node != NULL)) | 
|---|
 | 275 |       return this->animation[state] = new Animation3D(node); | 
|---|
 | 276 |     else | 
|---|
 | 277 |     { | 
|---|
 | 278 |       PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state)); | 
|---|
 | 279 |       return NULL; | 
|---|
 | 280 |     } | 
|---|
| [4893] | 281 |   } | 
|---|
| [4895] | 282 |   else | 
|---|
 | 283 |     return this->animation[state]; | 
|---|
| [4893] | 284 | } | 
|---|
 | 285 |  | 
|---|
| [6438] | 286 | GLGuiWidget* Weapon::getEnergyWidget() | 
|---|
 | 287 | { | 
|---|
 | 288 |   if (this->energyWidget == NULL) | 
|---|
 | 289 |   { | 
|---|
 | 290 |     this->energyWidget = new GLGuiBar; | 
|---|
 | 291 |     this->energyWidget->setSize2D( 20, 100); | 
|---|
 | 292 |     this->energyWidget->setMaximum(this->getEnergyMax()); | 
|---|
 | 293 |     this->energyWidget->setValue(this->getEnergy()); | 
|---|
 | 294 |   } | 
|---|
 | 295 |   return this->energyWidget; | 
|---|
 | 296 | } | 
|---|
 | 297 |  | 
|---|
 | 298 | void Weapon::updateWidgets() | 
|---|
 | 299 | { | 
|---|
 | 300 |   if (this->energyWidget != NULL) | 
|---|
 | 301 |   { | 
|---|
 | 302 |     this->energyWidget->setMaximum(this->energyMax); | 
|---|
 | 303 |     this->energyWidget->setValue(this->energy); | 
|---|
 | 304 |   } | 
|---|
 | 305 | } | 
|---|
 | 306 |  | 
|---|
| [4892] | 307 | ///////////////// | 
|---|
 | 308 | //  EXECUTION  // | 
|---|
 | 309 | // GAME ACTION // | 
|---|
 | 310 | ///////////////// | 
|---|
| [4597] | 311 | /** | 
|---|
| [4885] | 312 |  * request an action that should be executed, | 
|---|
 | 313 |  * @param action the next action to take | 
|---|
 | 314 |  * | 
|---|
 | 315 |  * This function must be called instead of the actions (like fire/reload...) | 
|---|
 | 316 |  * to make all the checks needed to have a usefull WeaponSystem. | 
|---|
 | 317 |  */ | 
|---|
 | 318 | void Weapon::requestAction(WeaponAction action) | 
|---|
 | 319 | { | 
|---|
| [4906] | 320 |   if (likely(this->isActive())) | 
|---|
| [4885] | 321 |   { | 
|---|
| [4906] | 322 |     if (this->requestedAction != WA_NONE) | 
|---|
 | 323 |       return; | 
|---|
| [5041] | 324 |     PRINTF(5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration); | 
|---|
| [4885] | 325 |     this->requestedAction = action; | 
|---|
 | 326 |   } | 
|---|
| [4906] | 327 |   //else | 
|---|
 | 328 |   else if (unlikely(action == WA_ACTIVATE)) | 
|---|
 | 329 |   { | 
|---|
 | 330 |     this->currentState = WS_ACTIVATING; | 
|---|
| [4926] | 331 |     this->requestedAction = WA_ACTIVATE; | 
|---|
| [4906] | 332 |   } | 
|---|
| [4885] | 333 | } | 
|---|
| [3577] | 334 |  | 
|---|
| [6728] | 335 |  | 
|---|
| [4890] | 336 | /** | 
|---|
 | 337 |  * adds energy to the Weapon | 
|---|
 | 338 |  * @param energyToAdd The amount of energy | 
|---|
 | 339 |  * @returns the amount of energy we did not pick up, because the weapon is already full | 
|---|
 | 340 |  */ | 
|---|
 | 341 | float Weapon::increaseEnergy(float energyToAdd) | 
|---|
 | 342 | { | 
|---|
 | 343 |   float maxAddEnergy = this->energyMax - this->energy; | 
|---|
 | 344 |  | 
|---|
 | 345 |   if (maxAddEnergy >= energyToAdd) | 
|---|
 | 346 |   { | 
|---|
 | 347 |     this->energy += energyToAdd; | 
|---|
 | 348 |     return 0.0; | 
|---|
 | 349 |   } | 
|---|
 | 350 |   else | 
|---|
 | 351 |   { | 
|---|
 | 352 |     this->energy += maxAddEnergy; | 
|---|
 | 353 |     return energyToAdd - maxAddEnergy; | 
|---|
 | 354 |   } | 
|---|
 | 355 | } | 
|---|
 | 356 |  | 
|---|
| [6728] | 357 |  | 
|---|
| [5498] | 358 | //////////////////////////////////////////////////////////// | 
|---|
 | 359 | // WEAPON INTERNALS                                       // | 
|---|
 | 360 | // These are functions, that no other Weapon should over- // | 
|---|
 | 361 | // write. No class has direct Access to them, as it is    // | 
|---|
 | 362 | // quite a complicated process, handling a Weapon from    // | 
|---|
 | 363 | // the outside                                            // | 
|---|
 | 364 | //////////////////////////////////////////////////////////// | 
|---|
| [4891] | 365 | /** | 
|---|
 | 366 |  * executes an action, and with it starts a new State. | 
|---|
 | 367 |  * @return true, if it worked, false otherwise | 
|---|
 | 368 |  * | 
|---|
 | 369 |  * This function checks, wheter the possibility of executing an action is valid, | 
|---|
 | 370 |  * and does all the necessary stuff, to execute them. If an action does not succeed, | 
|---|
 | 371 |  * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again) | 
|---|
 | 372 |  */ | 
|---|
| [4885] | 373 | bool Weapon::execute() | 
|---|
| [3583] | 374 | { | 
|---|
| [4906] | 375 | #if DEBUG > 4 | 
|---|
| [4885] | 376 |   PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction)); | 
|---|
 | 377 |   this->debug(); | 
|---|
| [4906] | 378 | #endif | 
|---|
| [4885] | 379 |  | 
|---|
| [4926] | 380 |   WeaponAction action = this->requestedAction; | 
|---|
 | 381 |   this->requestedAction = WA_NONE; | 
|---|
 | 382 |  | 
|---|
 | 383 |   switch (action) | 
|---|
| [4885] | 384 |   { | 
|---|
| [6671] | 385 |   case WA_SHOOT: | 
|---|
 | 386 |     return this->fireW(); | 
|---|
 | 387 |     break; | 
|---|
 | 388 |   case WA_CHARGE: | 
|---|
 | 389 |     return this->chargeW(); | 
|---|
 | 390 |     break; | 
|---|
 | 391 |   case WA_RELOAD: | 
|---|
 | 392 |     return this->reloadW(); | 
|---|
 | 393 |     break; | 
|---|
 | 394 |   case WA_DEACTIVATE: | 
|---|
 | 395 |     return this->deactivateW(); | 
|---|
 | 396 |     break; | 
|---|
 | 397 |   case WA_ACTIVATE: | 
|---|
 | 398 |     return this->activateW(); | 
|---|
 | 399 |     break; | 
|---|
| [4885] | 400 |   } | 
|---|
| [3583] | 401 | } | 
|---|
| [3577] | 402 |  | 
|---|
| [4597] | 403 | /** | 
|---|
| [4894] | 404 |  * checks and activates the Weapon. | 
|---|
 | 405 |  * @return true on success. | 
|---|
| [4892] | 406 |  */ | 
|---|
 | 407 | bool Weapon::activateW() | 
|---|
| [3583] | 408 | { | 
|---|
| [6438] | 409 |   //  if (this->currentState == WS_INACTIVE) | 
|---|
| [4892] | 410 |   { | 
|---|
| [6433] | 411 |     // play Sound | 
|---|
| [4893] | 412 |     if (likely(this->soundBuffers[WA_ACTIVATE] != NULL)) | 
|---|
| [4892] | 413 |       this->soundSource->play(this->soundBuffers[WA_ACTIVATE]); | 
|---|
| [6444] | 414 |     this->updateWidgets(); | 
|---|
| [6438] | 415 |     // activate | 
|---|
| [4895] | 416 |     PRINTF(4)("Activating the Weapon %s\n", this->getName()); | 
|---|
| [4892] | 417 |     this->activate(); | 
|---|
| [4895] | 418 |     // setting up for next action | 
|---|
| [4926] | 419 |     this->enterState(WS_ACTIVATING); | 
|---|
| [4892] | 420 |   } | 
|---|
| [3583] | 421 | } | 
|---|
| [3577] | 422 |  | 
|---|
| [4597] | 423 | /** | 
|---|
| [4894] | 424 |  * checks and deactivates the Weapon | 
|---|
 | 425 |  * @return true on success. | 
|---|
| [4892] | 426 |  */ | 
|---|
 | 427 | bool Weapon::deactivateW() | 
|---|
| [3583] | 428 | { | 
|---|
| [6438] | 429 |   //  if (this->currentState != WS_INACTIVE) | 
|---|
| [4892] | 430 |   { | 
|---|
 | 431 |     PRINTF(4)("Deactivating the Weapon %s\n", this->getName()); | 
|---|
| [6438] | 432 |     // play Sound | 
|---|
| [4892] | 433 |     if (this->soundBuffers[WA_DEACTIVATE] != NULL) | 
|---|
 | 434 |       this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]); | 
|---|
| [4926] | 435 |     // deactivate | 
|---|
| [4892] | 436 |     this->deactivate(); | 
|---|
| [4926] | 437 |     this->enterState(WS_DEACTIVATING); | 
|---|
| [4892] | 438 |   } | 
|---|
| [3583] | 439 | } | 
|---|
| [3577] | 440 |  | 
|---|
| [4892] | 441 | /** | 
|---|
| [4894] | 442 |  * checks and charges the Weapon | 
|---|
 | 443 |  * @return true on success. | 
|---|
| [4892] | 444 |  */ | 
|---|
 | 445 | bool Weapon::chargeW() | 
|---|
| [4885] | 446 | { | 
|---|
| [6671] | 447 |   if ( this->currentState != WS_INACTIVE && this->energy >= this->minCharge) | 
|---|
| [4892] | 448 |   { | 
|---|
| [6438] | 449 |     // playing Sound | 
|---|
| [4892] | 450 |     if (this->soundBuffers[WA_CHARGE] != NULL) | 
|---|
 | 451 |       this->soundSource->play(this->soundBuffers[WA_CHARGE]); | 
|---|
| [4893] | 452 |  | 
|---|
| [6438] | 453 |     // charge | 
|---|
| [4892] | 454 |     this->charge(); | 
|---|
| [6438] | 455 |     // setting up for the next state | 
|---|
| [4926] | 456 |     this->enterState(WS_CHARGING); | 
|---|
| [4892] | 457 |   } | 
|---|
 | 458 |   else // deactivate the Weapon if we do not have enough energy | 
|---|
 | 459 |   { | 
|---|
 | 460 |     this->requestAction(WA_RELOAD); | 
|---|
 | 461 |   } | 
|---|
| [4885] | 462 | } | 
|---|
| [3573] | 463 |  | 
|---|
| [4892] | 464 | /** | 
|---|
| [4894] | 465 |  * checks and fires the Weapon | 
|---|
 | 466 |  * @return true on success. | 
|---|
| [4892] | 467 |  */ | 
|---|
 | 468 | bool Weapon::fireW() | 
|---|
| [3575] | 469 | { | 
|---|
| [6438] | 470 |   //if (likely(this->currentState != WS_INACTIVE)) | 
|---|
| [6671] | 471 |   if (this->minCharge <= this->energy) | 
|---|
| [4892] | 472 |   { | 
|---|
| [6438] | 473 |     // playing Sound | 
|---|
| [4892] | 474 |     if (this->soundBuffers[WA_SHOOT] != NULL) | 
|---|
 | 475 |       this->soundSource->play(this->soundBuffers[WA_SHOOT]); | 
|---|
| [6444] | 476 |     this->updateWidgets(); | 
|---|
| [6438] | 477 |     // fire | 
|---|
| [6671] | 478 |     this->energy -= this->minCharge; | 
|---|
| [4892] | 479 |     this->fire(); | 
|---|
| [6438] | 480 |     // setting up for the next state | 
|---|
| [4926] | 481 |     this->enterState(WS_SHOOTING); | 
|---|
| [4892] | 482 |   } | 
|---|
 | 483 |   else  // reload if we still have the charge | 
|---|
 | 484 |   { | 
|---|
 | 485 |     this->requestAction(WA_RELOAD); | 
|---|
| [4930] | 486 |     this->execute(); | 
|---|
| [4892] | 487 |   } | 
|---|
 | 488 | } | 
|---|
 | 489 |  | 
|---|
 | 490 | /** | 
|---|
| [4894] | 491 |  * checks and Reloads the Weapon | 
|---|
 | 492 |  * @return true on success. | 
|---|
| [4892] | 493 |  */ | 
|---|
 | 494 | bool Weapon::reloadW() | 
|---|
 | 495 | { | 
|---|
| [4885] | 496 |   PRINTF(4)("Reloading Weapon %s\n", this->getName()); | 
|---|
| [6671] | 497 |   if (this->ammoContainer.get() != NULL && | 
|---|
 | 498 |         unlikely(this->energy + this->ammoContainer->getStoredEnergy() < this->minCharge)) | 
|---|
| [4885] | 499 |   { | 
|---|
 | 500 |     this->requestAction(WA_DEACTIVATE); | 
|---|
| [4930] | 501 |     this->execute(); | 
|---|
| [4892] | 502 |     return false; | 
|---|
| [4885] | 503 |   } | 
|---|
| [3573] | 504 |  | 
|---|
 | 505 |  | 
|---|
| [4892] | 506 |   if (this->soundBuffers[WA_RELOAD] != NULL) | 
|---|
 | 507 |     this->soundSource->play(this->soundBuffers[WA_RELOAD]); | 
|---|
 | 508 |  | 
|---|
| [6671] | 509 |   if (this->ammoContainer.get() != NULL) | 
|---|
 | 510 |     this->ammoContainer->fillWeapon(this); | 
|---|
| [4885] | 511 |   else | 
|---|
 | 512 |   { | 
|---|
| [6671] | 513 |     this->energy = this->energyMax; | 
|---|
| [4885] | 514 |   } | 
|---|
| [6444] | 515 |   this->updateWidgets(); | 
|---|
| [4892] | 516 |   this->reload(); | 
|---|
| [4926] | 517 |   this->enterState(WS_RELOADING); | 
|---|
 | 518 | } | 
|---|
| [3575] | 519 |  | 
|---|
| [4926] | 520 | /** | 
|---|
 | 521 |  * enters the requested State, plays back animations updates the timing. | 
|---|
 | 522 |  * @param state the state to enter. | 
|---|
 | 523 |  */ | 
|---|
 | 524 | inline void Weapon::enterState(WeaponState state) | 
|---|
 | 525 | { | 
|---|
| [5041] | 526 |   PRINTF(4)("ENTERING STATE %s\n", stateToChar(state)); | 
|---|
| [4926] | 527 |   // playing animation if availiable | 
|---|
 | 528 |   if (likely(this->animation[state] != NULL)) | 
|---|
 | 529 |     this->animation[state]->replay(); | 
|---|
 | 530 |  | 
|---|
| [6728] | 531 |   this->stateDuration += this->times[state]; | 
|---|
| [4926] | 532 |   this->currentState = state; | 
|---|
| [3575] | 533 | } | 
|---|
 | 534 |  | 
|---|
| [4927] | 535 | /////////////////// | 
|---|
 | 536 | //  WORLD-ENTITY // | 
|---|
 | 537 | // FUNCTIONALITY // | 
|---|
 | 538 | /////////////////// | 
|---|
| [3575] | 539 | /** | 
|---|
| [4885] | 540 |  * tick signal for time dependent/driven stuff | 
|---|
| [3575] | 541 | */ | 
|---|
| [6736] | 542 | bool Weapon::tickW(float dt) | 
|---|
| [4885] | 543 | { | 
|---|
| [4934] | 544 |   //printf("%s ", stateToChar(this->currentState)); | 
|---|
| [4910] | 545 |  | 
|---|
| [4885] | 546 |   // setting up the timing properties | 
|---|
 | 547 |   this->stateDuration -= dt; | 
|---|
| [3575] | 548 |  | 
|---|
| [4949] | 549 |   if (this->stateDuration <= 0.0) | 
|---|
| [4885] | 550 |   { | 
|---|
| [4949] | 551 |     if (unlikely (this->currentState == WS_DEACTIVATING)) | 
|---|
| [4885] | 552 |     { | 
|---|
| [4949] | 553 |       this->currentState = WS_INACTIVE; | 
|---|
| [6736] | 554 |       return false; | 
|---|
| [4949] | 555 |     } | 
|---|
 | 556 |     else | 
|---|
 | 557 |       this->currentState = WS_IDLE; | 
|---|
| [4906] | 558 |  | 
|---|
| [4949] | 559 |     if (this->requestedAction != WA_NONE) | 
|---|
 | 560 |     { | 
|---|
 | 561 |       this->stateDuration = -dt; | 
|---|
 | 562 |       this->execute(); | 
|---|
| [4885] | 563 |     } | 
|---|
 | 564 |   } | 
|---|
| [6736] | 565 |   return true; | 
|---|
| [4885] | 566 | } | 
|---|
 | 567 |  | 
|---|
| [3575] | 568 |  | 
|---|
 | 569 |  | 
|---|
 | 570 |  | 
|---|
| [4885] | 571 | ////////////////////// | 
|---|
 | 572 | // HELPER FUNCTIONS // | 
|---|
 | 573 | ////////////////////// | 
|---|
| [3576] | 574 | /** | 
|---|
| [4891] | 575 |  * checks wether all the Weapons functions are valid, and if it is possible to go to action with it. | 
|---|
| [5498] | 576 |  * @todo IMPLEMENT the Weapons Check | 
|---|
| [4891] | 577 |  */ | 
|---|
 | 578 | bool Weapon::check() const | 
|---|
 | 579 | { | 
|---|
 | 580 |   bool retVal = true; | 
|---|
 | 581 |  | 
|---|
| [6438] | 582 |   //  if (this->projectile == NULL) | 
|---|
| [4891] | 583 |   { | 
|---|
| [5041] | 584 |     PRINTF(1)("There was no projectile assigned to the Weapon.\n"); | 
|---|
| [4891] | 585 |     retVal = false; | 
|---|
 | 586 |   } | 
|---|
 | 587 |  | 
|---|
 | 588 |  | 
|---|
 | 589 |  | 
|---|
 | 590 |  | 
|---|
 | 591 |   return retVal; | 
|---|
 | 592 | } | 
|---|
 | 593 |  | 
|---|
 | 594 | /** | 
|---|
| [4885] | 595 |  * some nice debugging information about this Weapon | 
|---|
 | 596 |  */ | 
|---|
 | 597 | void Weapon::debug() const | 
|---|
 | 598 | { | 
|---|
| [6433] | 599 |   PRINT(0)("Weapon-Debug %s, state: %s (duration: %fs), nextAction: %s\n", this->getName(), Weapon::stateToChar(this->currentState), this->stateDuration, Weapon::actionToChar(requestedAction)); | 
|---|
| [6671] | 600 |   PRINT(0)("Energy: max: %f; current: %f; chargeMin: %f, chargeMax %f\n", | 
|---|
 | 601 |            this->energyMax, this->energy, this->minCharge, this->maxCharge); | 
|---|
| [4967] | 602 |  | 
|---|
 | 603 |  | 
|---|
| [4885] | 604 | } | 
|---|
| [3575] | 605 |  | 
|---|
| [5498] | 606 | //////////////////////////////////////////////////////// | 
|---|
 | 607 | // static Definitions (transormators for readability) // | 
|---|
 | 608 | //////////////////////////////////////////////////////// | 
|---|
| [4885] | 609 | /** | 
|---|
 | 610 |  * Converts a String into an Action. | 
|---|
 | 611 |  * @param action the String input holding the Action. | 
|---|
 | 612 |  * @return The Action if known, WA_NONE otherwise. | 
|---|
 | 613 |  */ | 
|---|
 | 614 | WeaponAction Weapon::charToAction(const char* action) | 
|---|
 | 615 | { | 
|---|
 | 616 |   if (!strcmp(action, "none")) | 
|---|
 | 617 |     return WA_NONE; | 
|---|
 | 618 |   else if (!strcmp(action, "shoot")) | 
|---|
 | 619 |     return WA_SHOOT; | 
|---|
 | 620 |   else if (!strcmp(action, "charge")) | 
|---|
 | 621 |     return WA_CHARGE; | 
|---|
 | 622 |   else if (!strcmp(action, "reload")) | 
|---|
 | 623 |     return WA_RELOAD; | 
|---|
 | 624 |   else if (!strcmp(action, "acitvate")) | 
|---|
 | 625 |     return WA_ACTIVATE; | 
|---|
 | 626 |   else if (!strcmp(action, "deactivate")) | 
|---|
 | 627 |     return WA_DEACTIVATE; | 
|---|
 | 628 |   else if (!strcmp(action, "special1")) | 
|---|
 | 629 |     return WA_SPECIAL1; | 
|---|
 | 630 |   else | 
|---|
| [6438] | 631 |   { | 
|---|
 | 632 |     PRINTF(2)("action %s could not be identified.\n", action); | 
|---|
 | 633 |     return WA_NONE; | 
|---|
 | 634 |   } | 
|---|
| [4885] | 635 | } | 
|---|
| [3575] | 636 |  | 
|---|
 | 637 | /** | 
|---|
| [4885] | 638 |  * converts an action into a String | 
|---|
 | 639 |  * @param action the action to convert | 
|---|
 | 640 |  * @return a String matching the name of the action | 
|---|
 | 641 |  */ | 
|---|
 | 642 | const char* Weapon::actionToChar(WeaponAction action) | 
|---|
 | 643 | { | 
|---|
 | 644 |   switch (action) | 
|---|
 | 645 |   { | 
|---|
| [6671] | 646 |   case WA_SHOOT: | 
|---|
 | 647 |     return "shoot"; | 
|---|
 | 648 |     break; | 
|---|
 | 649 |   case WA_CHARGE: | 
|---|
 | 650 |     return "charge"; | 
|---|
 | 651 |     break; | 
|---|
 | 652 |   case WA_RELOAD: | 
|---|
 | 653 |     return "reload"; | 
|---|
 | 654 |     break; | 
|---|
 | 655 |   case WA_ACTIVATE: | 
|---|
 | 656 |     return "activate"; | 
|---|
 | 657 |     break; | 
|---|
 | 658 |   case WA_DEACTIVATE: | 
|---|
 | 659 |     return "deactivate"; | 
|---|
 | 660 |     break; | 
|---|
 | 661 |   case WA_SPECIAL1: | 
|---|
 | 662 |     return "special1"; | 
|---|
 | 663 |     break; | 
|---|
 | 664 |   default: | 
|---|
 | 665 |     return "none"; | 
|---|
 | 666 |     break; | 
|---|
| [4885] | 667 |   } | 
|---|
 | 668 | } | 
|---|
| [3577] | 669 |  | 
|---|
 | 670 | /** | 
|---|
| [4885] | 671 |  * Converts a String into a State. | 
|---|
 | 672 |  * @param state the String input holding the State. | 
|---|
 | 673 |  * @return The State if known, WS_NONE otherwise. | 
|---|
 | 674 |  */ | 
|---|
 | 675 | WeaponState Weapon::charToState(const char* state) | 
|---|
 | 676 | { | 
|---|
 | 677 |   if (!strcmp(state, "none")) | 
|---|
 | 678 |     return WS_NONE; | 
|---|
 | 679 |   else if (!strcmp(state, "shooting")) | 
|---|
 | 680 |     return WS_SHOOTING; | 
|---|
 | 681 |   else if (!strcmp(state, "charging")) | 
|---|
 | 682 |     return WS_CHARGING; | 
|---|
 | 683 |   else if (!strcmp(state, "reloading")) | 
|---|
 | 684 |     return WS_RELOADING; | 
|---|
 | 685 |   else if (!strcmp(state, "activating")) | 
|---|
 | 686 |     return WS_ACTIVATING; | 
|---|
 | 687 |   else if (!strcmp(state, "deactivating")) | 
|---|
 | 688 |     return WS_DEACTIVATING; | 
|---|
 | 689 |   else if (!strcmp(state, "inactive")) | 
|---|
 | 690 |     return WS_INACTIVE; | 
|---|
 | 691 |   else if (!strcmp(state, "idle")) | 
|---|
 | 692 |     return WS_IDLE; | 
|---|
 | 693 |   else | 
|---|
| [6438] | 694 |   { | 
|---|
 | 695 |     PRINTF(2)("state %s could not be identified.\n", state); | 
|---|
 | 696 |     return WS_NONE; | 
|---|
 | 697 |   } | 
|---|
| [4885] | 698 | } | 
|---|
| [3583] | 699 |  | 
|---|
 | 700 | /** | 
|---|
| [4885] | 701 |  * converts a State into a String | 
|---|
 | 702 |  * @param state the state to convert | 
|---|
 | 703 |  * @return a String matching the name of the state | 
|---|
 | 704 |  */ | 
|---|
 | 705 | const char* Weapon::stateToChar(WeaponState state) | 
|---|
 | 706 | { | 
|---|
 | 707 |   switch (state) | 
|---|
 | 708 |   { | 
|---|
| [6671] | 709 |   case WS_SHOOTING: | 
|---|
 | 710 |     return "shooting"; | 
|---|
 | 711 |     break; | 
|---|
 | 712 |   case WS_CHARGING: | 
|---|
 | 713 |     return "charging"; | 
|---|
 | 714 |     break; | 
|---|
 | 715 |   case WS_RELOADING: | 
|---|
 | 716 |     return "reloading"; | 
|---|
 | 717 |     break; | 
|---|
 | 718 |   case WS_ACTIVATING: | 
|---|
 | 719 |     return "activating"; | 
|---|
 | 720 |     break; | 
|---|
 | 721 |   case WS_DEACTIVATING: | 
|---|
 | 722 |     return "deactivating"; | 
|---|
 | 723 |     break; | 
|---|
 | 724 |   case WS_IDLE: | 
|---|
 | 725 |     return "idle"; | 
|---|
 | 726 |     break; | 
|---|
 | 727 |   case WS_INACTIVE: | 
|---|
 | 728 |     return "inactive"; | 
|---|
 | 729 |     break; | 
|---|
 | 730 |   default: | 
|---|
 | 731 |     return "none"; | 
|---|
 | 732 |     break; | 
|---|
| [4885] | 733 |   } | 
|---|
 | 734 | } | 
|---|