| [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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| [7193] | 26 | #include "util/loading/resource_manager.h" | 
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| [4894] | 27 | #include "class_list.h" | 
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| [7193] | 28 | #include "util/loading/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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| [3573] | 31 |  | 
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| [5930] | 32 | #include "sound_source.h" | 
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 | 33 | #include "sound_buffer.h" | 
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 | 34 |  | 
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| [6438] | 35 | #include "glgui_bar.h" | 
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 | 36 |  | 
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| [4892] | 37 | //////////////////// | 
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 | 38 | // INITAILISATION // | 
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 | 39 | // SETTING VALUES // | 
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 | 40 | //////////////////// | 
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| [3870] | 41 | /** | 
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| [4885] | 42 |  * standard constructor | 
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 | 43 |  * | 
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 | 44 |  * creates a new weapon | 
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| [3575] | 45 | */ | 
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| [5750] | 46 | Weapon::Weapon () | 
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| [3620] | 47 | { | 
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| [4885] | 48 |   this->init(); | 
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| [3620] | 49 | } | 
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| [3573] | 50 |  | 
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| [3575] | 51 | /** | 
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| [4885] | 52 |  * standard deconstructor | 
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| [3575] | 53 | */ | 
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| [4597] | 54 | Weapon::~Weapon () | 
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| [3573] | 55 | { | 
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| [4885] | 56 |   for (int i = 0; i < WS_STATE_COUNT; i++) | 
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| [4894] | 57 |     if (this->animation[i] && ClassList::exists(animation[i], CL_ANIMATION))  //!< @todo this should check animation3D | 
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| [4885] | 58 |       delete this->animation[i]; | 
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 | 59 |   for (int i = 0; i < WA_ACTION_COUNT; i++) | 
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| [5302] | 60 |     if (this->soundBuffers[i] != NULL && ClassList::exists(this->soundBuffers[i], CL_SOUND_BUFFER)) | 
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| [4885] | 61 |       ResourceManager::getInstance()->unload(this->soundBuffers[i]); | 
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| [4959] | 62 |  | 
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 | 63 |   if (ClassList::exists(this->soundSource, CL_SOUND_SOURCE)) | 
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 | 64 |     delete this->soundSource; | 
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| [4885] | 65 | } | 
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| [4597] | 66 |  | 
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| [4885] | 67 | /** | 
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 | 68 |  * initializes the Weapon with ALL default values | 
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| [5498] | 69 |  * | 
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 | 70 |  * This Sets the default values of the Weapon | 
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| [4885] | 71 |  */ | 
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 | 72 | void Weapon::init() | 
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 | 73 | { | 
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| [5498] | 74 |   this->currentState     = WS_INACTIVE;            //< Normaly the Weapon is Inactive | 
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 | 75 |   this->requestedAction  = WA_NONE;                //< No action is requested by default | 
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 | 76 |   this->stateDuration    = 0.0;                    //< All the States have zero duration | 
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 | 77 |   for (int i = 0; i < WS_STATE_COUNT; i++)         //< Every State has: | 
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| [6438] | 78 |   { | 
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 | 79 |     this->times[i] = 0.0;                        //< An infinitesimal duration | 
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 | 80 |     this->animation[i] = NULL;                   //< No animation | 
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 | 81 |   } | 
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| [4885] | 82 |   for (int i = 0; i < WA_ACTION_COUNT; i++) | 
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| [5498] | 83 |     this->soundBuffers[i] = NULL;                  //< No Sounds | 
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| [3888] | 84 |  | 
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| [5498] | 85 |   this->soundSource = new SoundSource(this);       //< Every Weapon has exacty one SoundSource. | 
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 | 86 |   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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| [7126] | 87 |   this->emissionPoint.setName("EmissionPoint"); | 
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 | 88 |   this->emissionPoint.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); | 
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| [4885] | 89 |  | 
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| [6920] | 90 |   this->defaultTarget = NULL;                      //< Nothing is Targeted by default. | 
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| [6756] | 91 |  | 
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| [5498] | 92 |   this->projectile = CL_NULL;                      //< No Projectile Class is Connected to this weapon | 
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 | 93 |   this->projectileFactory = NULL;                  //< No Factory generating Projectiles is selected. | 
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| [4885] | 94 |  | 
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| [5498] | 95 |   this->hideInactive = true;                       //< The Weapon will be hidden if it is inactive (by default) | 
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| [4906] | 96 |  | 
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| [5498] | 97 |   this->minCharge = 1.0;                           //< The minimum charge the Weapon can hold is 1 unit. | 
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 | 98 |   this->maxCharge = 1.0;                           //< The maximum charge is also one unit. | 
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| [4927] | 99 |  | 
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| [6671] | 100 |   this->energy = 10;                               //< The secondary Buffer (before we have to reload) | 
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| [5498] | 101 |   this->energyMax = 10.0;                          //< How much energy can be carried | 
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 | 102 |   this->capability = WTYPE_ALL;                    //< The Weapon has all capabilities @see W_Capability. | 
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| [6438] | 103 |  | 
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 | 104 |   this->energyWidget = NULL; | 
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| [6695] | 105 |  | 
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 | 106 |   // set this object to be synchronized over network | 
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 | 107 |   //this->setSynchronized(true); | 
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| [3573] | 108 | } | 
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 | 109 |  | 
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| [5498] | 110 | /** | 
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 | 111 |  * loads the Parameters of a Weapon | 
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 | 112 |  * @param root the XML-Element to load the Weapons settings from | 
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 | 113 |  */ | 
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| [4972] | 114 | void Weapon::loadParams(const TiXmlElement* root) | 
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 | 115 | { | 
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| [6512] | 116 |   WorldEntity::loadParams(root); | 
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| [4972] | 117 |  | 
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| [7102] | 118 |   LoadParam(root, "projectile", this, Weapon, setProjectileTypeC) | 
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| [6438] | 119 |   .describe("Sets the name of the Projectile to load onto the Entity"); | 
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| [4972] | 120 |  | 
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| [5671] | 121 |   LoadParam(root, "emission-point", this, Weapon, setEmissionPoint) | 
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| [6438] | 122 |   .describe("Sets the Point of emission of this weapon"); | 
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| [4972] | 123 |  | 
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| [5671] | 124 |   LoadParam(root, "state-duration", this, Weapon, setStateDuration) | 
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| [6438] | 125 |   .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)"); | 
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| [4972] | 126 |  | 
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| [5671] | 127 |   LoadParam(root, "action-sound", this, Weapon, setActionSound) | 
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| [6438] | 128 |   .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] | 129 | } | 
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 | 130 |  | 
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| [6728] | 131 |  | 
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| [4947] | 132 | /** | 
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 | 133 |  * sets the Projectile to use for this weapon. | 
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 | 134 |  * @param projectile The ID of the Projectile to use | 
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| [4950] | 135 |  * @returns true, if it was sucessfull, false on error | 
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| [4947] | 136 |  * | 
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| [5498] | 137 |  * be aware, that this function does not create Factories, as this is job of Projecitle/Bullet-classes. | 
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 | 138 |  * What it does, is telling the Weapon what Projectiles it can Emit. | 
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| [4947] | 139 |  */ | 
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| [5356] | 140 | void Weapon::setProjectileType(ClassID projectile) | 
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| [4947] | 141 | { | 
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 | 142 |   if (projectile == CL_NULL) | 
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| [4972] | 143 |     return; | 
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| [4947] | 144 |   this->projectile = projectile; | 
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 | 145 |   this->projectileFactory = FastFactory::searchFastFactory(projectile); | 
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 | 146 |   if (this->projectileFactory == NULL) | 
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| [4979] | 147 |   { | 
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 | 148 |     PRINTF(1)("unable to find FastFactory for the Projectile.\n"); | 
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| [4972] | 149 |     return; | 
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| [4979] | 150 |   } | 
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| [4948] | 151 |   else | 
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 | 152 |   { | 
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 | 153 |     // grabbing Parameters from the Projectile to have them at hand here. | 
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 | 154 |     Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); | 
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| [6431] | 155 |     this->minCharge = pj->getMinEnergy(); | 
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| [6700] | 156 |     this->maxCharge = pj->getHealthMax(); | 
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| [4948] | 157 |     this->chargeable = pj->isChageable(); | 
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| [4979] | 158 |     this->projectileFactory->kill(pj); | 
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| [4948] | 159 |   } | 
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| [4979] | 160 | } | 
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| [3573] | 161 |  | 
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| [6728] | 162 |  | 
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| [4891] | 163 | /** | 
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| [4950] | 164 |  * @see bool Weapon::setProjectile(ClassID projectile) | 
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 | 165 |  * @param projectile the Name of the Projectile. | 
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 | 166 |  */ | 
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| [7102] | 167 | void Weapon::setProjectileTypeC(const char* projectile) | 
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| [4950] | 168 | { | 
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 | 169 |   if (projectile == NULL) | 
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| [4972] | 170 |     return; | 
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| [4950] | 171 |   FastFactory* tmpFac = FastFactory::searchFastFactory(projectile); | 
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 | 172 |   if (tmpFac != NULL) | 
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 | 173 |   { | 
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| [5356] | 174 |     this->setProjectileType(tmpFac->getStoredID()); | 
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| [4950] | 175 |   } | 
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| [4972] | 176 |   else | 
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 | 177 |   { | 
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| [5356] | 178 |     PRINTF(1)("Projectile %s does not exist for weapon %s\n", projectile, this->getName()); | 
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| [4972] | 179 |   } | 
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| [4950] | 180 | } | 
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 | 181 |  | 
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| [6728] | 182 |  | 
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| [4950] | 183 | /** | 
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| [5356] | 184 |  * prepares Projectiles of the Weapon | 
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| [5498] | 185 |  * @param count how many Projectiles to create (they will be stored in the ProjectileFactory) | 
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| [5356] | 186 |  */ | 
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 | 187 | void Weapon::prepareProjectiles(unsigned int count) | 
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 | 188 | { | 
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| [5357] | 189 |   if (likely(this->projectileFactory != NULL)) | 
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| [5356] | 190 |     projectileFactory->prepare(count); | 
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 | 191 |   else | 
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| [5357] | 192 |     PRINTF(2)("unable to create %d projectile for Weapon %s (%s)\n", count, this->getName(), this->getClassName()); | 
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| [5356] | 193 | } | 
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 | 194 |  | 
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| [6728] | 195 |  | 
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| [5356] | 196 | /** | 
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 | 197 |  * resurects and returns a Projectile | 
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| [5498] | 198 |  * @returns a Projectile on success, NULL on error | 
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 | 199 |  * | 
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 | 200 |  * errors: 1. (ProjectileFastFactory not Found) | 
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 | 201 |  *         2. No more Projectiles availiable. | 
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| [5356] | 202 |  */ | 
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 | 203 | Projectile* Weapon::getProjectile() | 
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 | 204 | { | 
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| [5357] | 205 |   if (likely (this->projectileFactory != NULL)) | 
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| [6142] | 206 |   { | 
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 | 207 |     Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); | 
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 | 208 |     pj->toList((OM_LIST)(this->getOMListNumber()+1)); | 
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 | 209 |     return pj; | 
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 | 210 |   } | 
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| [5356] | 211 |   else | 
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 | 212 |   { | 
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| [5498] | 213 |     PRINTF(2)("No projectile defined for Weapon %s(%s) can't return any\n", this->getName(), this->getClassName()); | 
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| [5356] | 214 |     return NULL; | 
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 | 215 |   } | 
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 | 216 | } | 
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 | 217 |  | 
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 | 218 |  | 
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 | 219 | /** | 
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| [4892] | 220 |  * sets the emissionPoint's relative position from the Weapon | 
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 | 221 |  * @param point the Point relative to the mass-point of the Weapon | 
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 | 222 |  */ | 
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 | 223 | void Weapon::setEmissionPoint(const Vector& point) | 
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 | 224 | { | 
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 | 225 |   this->emissionPoint.setRelCoor(point); | 
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 | 226 | } | 
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 | 227 |  | 
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| [6728] | 228 |  | 
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| [4892] | 229 | /** | 
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| [4891] | 230 |  * assigns a Sound-file to an action | 
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 | 231 |  * @param action the action the sound should be assigned too | 
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 | 232 |  * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager) | 
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 | 233 |  */ | 
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| [4885] | 234 | void Weapon::setActionSound(WeaponAction action, const char* soundFile) | 
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 | 235 | { | 
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 | 236 |   if (action >= WA_ACTION_COUNT) | 
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 | 237 |     return; | 
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| [4930] | 238 |   if (this->soundBuffers[action] != NULL) | 
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 | 239 |     ResourceManager::getInstance()->unload(this->soundBuffers[action]); | 
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 | 240 |  | 
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| [4885] | 241 |   else if (soundFile != NULL) | 
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 | 242 |   { | 
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 | 243 |     this->soundBuffers[action] = (SoundBuffer*)ResourceManager::getInstance()->load(soundFile, WAV); | 
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 | 244 |     if (this->soundBuffers[action] != NULL) | 
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 | 245 |     { | 
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| [4967] | 246 |       PRINTF(4)("Loaded sound %s to action %s.\n", soundFile, actionToChar(action)); | 
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| [4885] | 247 |     } | 
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 | 248 |     else | 
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 | 249 |     { | 
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| [5041] | 250 |       PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile, actionToChar(action)); | 
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| [4885] | 251 |     } | 
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 | 252 |   } | 
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 | 253 |   else | 
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 | 254 |     this->soundBuffers[action] = NULL; | 
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 | 255 | } | 
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 | 256 |  | 
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| [6728] | 257 |  | 
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| [4893] | 258 | /** | 
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| [4895] | 259 |  * creates/returns an Animation3D for a certain State. | 
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 | 260 |  * @param state what State should the Animation be created/returned for | 
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 | 261 |  * @param node the node this Animation should apply to. (NULL is fine if the animation was already created) | 
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 | 262 |  * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist). | 
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| [4893] | 263 |  * | 
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 | 264 |  * This function does only generate the Animation Object, and if set it will | 
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 | 265 |  * automatically be executed, when a certain State is reached. | 
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 | 266 |  * What this does not do, is set keyframes, you have to operate on the returned animation. | 
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 | 267 |  */ | 
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| [4895] | 268 | Animation3D* Weapon::getAnimation(WeaponState state, PNode* node) | 
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| [4893] | 269 | { | 
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| [4895] | 270 |   if (state >= WS_STATE_COUNT) // if the state is not known | 
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| [4893] | 271 |     return NULL; | 
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 | 272 |  | 
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| [4895] | 273 |   if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it. | 
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| [4893] | 274 |   { | 
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| [4895] | 275 |     if (likely(node != NULL)) | 
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 | 276 |       return this->animation[state] = new Animation3D(node); | 
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 | 277 |     else | 
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 | 278 |     { | 
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 | 279 |       PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state)); | 
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 | 280 |       return NULL; | 
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 | 281 |     } | 
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| [4893] | 282 |   } | 
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| [4895] | 283 |   else | 
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 | 284 |     return this->animation[state]; | 
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| [4893] | 285 | } | 
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 | 286 |  | 
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| [6438] | 287 | GLGuiWidget* Weapon::getEnergyWidget() | 
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 | 288 | { | 
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 | 289 |   if (this->energyWidget == NULL) | 
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 | 290 |   { | 
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 | 291 |     this->energyWidget = new GLGuiBar; | 
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 | 292 |     this->energyWidget->setSize2D( 20, 100); | 
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 | 293 |     this->energyWidget->setMaximum(this->getEnergyMax()); | 
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 | 294 |     this->energyWidget->setValue(this->getEnergy()); | 
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 | 295 |   } | 
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 | 296 |   return this->energyWidget; | 
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 | 297 | } | 
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 | 298 |  | 
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 | 299 | void Weapon::updateWidgets() | 
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 | 300 | { | 
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 | 301 |   if (this->energyWidget != NULL) | 
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 | 302 |   { | 
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 | 303 |     this->energyWidget->setMaximum(this->energyMax); | 
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 | 304 |     this->energyWidget->setValue(this->energy); | 
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 | 305 |   } | 
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 | 306 | } | 
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 | 307 |  | 
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| [4892] | 308 | ///////////////// | 
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 | 309 | //  EXECUTION  // | 
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 | 310 | // GAME ACTION // | 
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 | 311 | ///////////////// | 
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| [4597] | 312 | /** | 
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| [4885] | 313 |  * request an action that should be executed, | 
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 | 314 |  * @param action the next action to take | 
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 | 315 |  * | 
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 | 316 |  * This function must be called instead of the actions (like fire/reload...) | 
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 | 317 |  * to make all the checks needed to have a usefull WeaponSystem. | 
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 | 318 |  */ | 
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 | 319 | void Weapon::requestAction(WeaponAction action) | 
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 | 320 | { | 
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| [4906] | 321 |   if (likely(this->isActive())) | 
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| [4885] | 322 |   { | 
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| [4906] | 323 |     if (this->requestedAction != WA_NONE) | 
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 | 324 |       return; | 
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| [5041] | 325 |     PRINTF(5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration); | 
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| [4885] | 326 |     this->requestedAction = action; | 
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 | 327 |   } | 
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| [4906] | 328 |   //else | 
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 | 329 |   else if (unlikely(action == WA_ACTIVATE)) | 
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 | 330 |   { | 
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 | 331 |     this->currentState = WS_ACTIVATING; | 
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| [4926] | 332 |     this->requestedAction = WA_ACTIVATE; | 
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| [4906] | 333 |   } | 
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| [4885] | 334 | } | 
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| [3577] | 335 |  | 
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| [6728] | 336 |  | 
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| [4890] | 337 | /** | 
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 | 338 |  * adds energy to the Weapon | 
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 | 339 |  * @param energyToAdd The amount of energy | 
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 | 340 |  * @returns the amount of energy we did not pick up, because the weapon is already full | 
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 | 341 |  */ | 
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 | 342 | float Weapon::increaseEnergy(float energyToAdd) | 
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 | 343 | { | 
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 | 344 |   float maxAddEnergy = this->energyMax - this->energy; | 
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 | 345 |  | 
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 | 346 |   if (maxAddEnergy >= energyToAdd) | 
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 | 347 |   { | 
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 | 348 |     this->energy += energyToAdd; | 
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 | 349 |     return 0.0; | 
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 | 350 |   } | 
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 | 351 |   else | 
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 | 352 |   { | 
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 | 353 |     this->energy += maxAddEnergy; | 
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 | 354 |     return energyToAdd - maxAddEnergy; | 
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 | 355 |   } | 
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 | 356 | } | 
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 | 357 |  | 
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| [6728] | 358 |  | 
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| [5498] | 359 | //////////////////////////////////////////////////////////// | 
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 | 360 | // WEAPON INTERNALS                                       // | 
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 | 361 | // These are functions, that no other Weapon should over- // | 
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 | 362 | // write. No class has direct Access to them, as it is    // | 
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 | 363 | // quite a complicated process, handling a Weapon from    // | 
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 | 364 | // the outside                                            // | 
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 | 365 | //////////////////////////////////////////////////////////// | 
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| [4891] | 366 | /** | 
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 | 367 |  * executes an action, and with it starts a new State. | 
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 | 368 |  * @return true, if it worked, false otherwise | 
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 | 369 |  * | 
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 | 370 |  * This function checks, wheter the possibility of executing an action is valid, | 
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 | 371 |  * and does all the necessary stuff, to execute them. If an action does not succeed, | 
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 | 372 |  * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again) | 
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 | 373 |  */ | 
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| [4885] | 374 | bool Weapon::execute() | 
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| [3583] | 375 | { | 
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| [4906] | 376 | #if DEBUG > 4 | 
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| [4885] | 377 |   PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction)); | 
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 | 378 |   this->debug(); | 
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| [4906] | 379 | #endif | 
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| [4885] | 380 |  | 
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| [4926] | 381 |   WeaponAction action = this->requestedAction; | 
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 | 382 |   this->requestedAction = WA_NONE; | 
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 | 383 |  | 
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 | 384 |   switch (action) | 
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| [4885] | 385 |   { | 
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| [6671] | 386 |   case WA_SHOOT: | 
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 | 387 |     return this->fireW(); | 
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 | 388 |     break; | 
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 | 389 |   case WA_CHARGE: | 
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 | 390 |     return this->chargeW(); | 
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 | 391 |     break; | 
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 | 392 |   case WA_RELOAD: | 
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 | 393 |     return this->reloadW(); | 
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 | 394 |     break; | 
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 | 395 |   case WA_DEACTIVATE: | 
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 | 396 |     return this->deactivateW(); | 
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 | 397 |     break; | 
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 | 398 |   case WA_ACTIVATE: | 
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 | 399 |     return this->activateW(); | 
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 | 400 |     break; | 
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| [4885] | 401 |   } | 
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| [3583] | 402 | } | 
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| [3577] | 403 |  | 
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| [4597] | 404 | /** | 
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| [4894] | 405 |  * checks and activates the Weapon. | 
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 | 406 |  * @return true on success. | 
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| [4892] | 407 |  */ | 
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 | 408 | bool Weapon::activateW() | 
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| [3583] | 409 | { | 
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| [6438] | 410 |   //  if (this->currentState == WS_INACTIVE) | 
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| [4892] | 411 |   { | 
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| [6433] | 412 |     // play Sound | 
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| [4893] | 413 |     if (likely(this->soundBuffers[WA_ACTIVATE] != NULL)) | 
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| [4892] | 414 |       this->soundSource->play(this->soundBuffers[WA_ACTIVATE]); | 
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| [6444] | 415 |     this->updateWidgets(); | 
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| [6438] | 416 |     // activate | 
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| [4895] | 417 |     PRINTF(4)("Activating the Weapon %s\n", this->getName()); | 
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| [4892] | 418 |     this->activate(); | 
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| [4895] | 419 |     // setting up for next action | 
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| [4926] | 420 |     this->enterState(WS_ACTIVATING); | 
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| [4892] | 421 |   } | 
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| [3583] | 422 | } | 
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| [3577] | 423 |  | 
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| [4597] | 424 | /** | 
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| [4894] | 425 |  * checks and deactivates the Weapon | 
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 | 426 |  * @return true on success. | 
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| [4892] | 427 |  */ | 
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 | 428 | bool Weapon::deactivateW() | 
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| [3583] | 429 | { | 
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| [6438] | 430 |   //  if (this->currentState != WS_INACTIVE) | 
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| [4892] | 431 |   { | 
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 | 432 |     PRINTF(4)("Deactivating the Weapon %s\n", this->getName()); | 
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| [6438] | 433 |     // play Sound | 
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| [4892] | 434 |     if (this->soundBuffers[WA_DEACTIVATE] != NULL) | 
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 | 435 |       this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]); | 
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| [4926] | 436 |     // deactivate | 
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| [4892] | 437 |     this->deactivate(); | 
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| [4926] | 438 |     this->enterState(WS_DEACTIVATING); | 
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| [4892] | 439 |   } | 
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| [3583] | 440 | } | 
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| [3577] | 441 |  | 
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| [4892] | 442 | /** | 
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| [4894] | 443 |  * checks and charges the Weapon | 
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 | 444 |  * @return true on success. | 
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| [4892] | 445 |  */ | 
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 | 446 | bool Weapon::chargeW() | 
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| [4885] | 447 | { | 
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| [6671] | 448 |   if ( this->currentState != WS_INACTIVE && this->energy >= this->minCharge) | 
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| [4892] | 449 |   { | 
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| [6438] | 450 |     // playing Sound | 
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| [4892] | 451 |     if (this->soundBuffers[WA_CHARGE] != NULL) | 
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 | 452 |       this->soundSource->play(this->soundBuffers[WA_CHARGE]); | 
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| [4893] | 453 |  | 
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| [6438] | 454 |     // charge | 
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| [4892] | 455 |     this->charge(); | 
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| [6438] | 456 |     // setting up for the next state | 
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| [4926] | 457 |     this->enterState(WS_CHARGING); | 
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| [4892] | 458 |   } | 
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 | 459 |   else // deactivate the Weapon if we do not have enough energy | 
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 | 460 |   { | 
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 | 461 |     this->requestAction(WA_RELOAD); | 
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 | 462 |   } | 
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| [4885] | 463 | } | 
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| [3573] | 464 |  | 
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| [4892] | 465 | /** | 
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| [4894] | 466 |  * checks and fires the Weapon | 
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 | 467 |  * @return true on success. | 
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| [4892] | 468 |  */ | 
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 | 469 | bool Weapon::fireW() | 
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| [3575] | 470 | { | 
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| [6438] | 471 |   //if (likely(this->currentState != WS_INACTIVE)) | 
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| [6671] | 472 |   if (this->minCharge <= this->energy) | 
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| [4892] | 473 |   { | 
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| [6438] | 474 |     // playing Sound | 
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| [4892] | 475 |     if (this->soundBuffers[WA_SHOOT] != NULL) | 
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 | 476 |       this->soundSource->play(this->soundBuffers[WA_SHOOT]); | 
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| [6444] | 477 |     this->updateWidgets(); | 
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| [6438] | 478 |     // fire | 
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| [6671] | 479 |     this->energy -= this->minCharge; | 
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| [4892] | 480 |     this->fire(); | 
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| [6438] | 481 |     // setting up for the next state | 
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| [4926] | 482 |     this->enterState(WS_SHOOTING); | 
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| [4892] | 483 |   } | 
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 | 484 |   else  // reload if we still have the charge | 
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 | 485 |   { | 
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 | 486 |     this->requestAction(WA_RELOAD); | 
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| [4930] | 487 |     this->execute(); | 
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| [4892] | 488 |   } | 
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 | 489 | } | 
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 | 490 |  | 
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 | 491 | /** | 
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| [4894] | 492 |  * checks and Reloads the Weapon | 
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 | 493 |  * @return true on success. | 
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| [4892] | 494 |  */ | 
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 | 495 | bool Weapon::reloadW() | 
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 | 496 | { | 
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| [4885] | 497 |   PRINTF(4)("Reloading Weapon %s\n", this->getName()); | 
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| [6671] | 498 |   if (this->ammoContainer.get() != NULL && | 
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 | 499 |         unlikely(this->energy + this->ammoContainer->getStoredEnergy() < this->minCharge)) | 
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| [4885] | 500 |   { | 
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 | 501 |     this->requestAction(WA_DEACTIVATE); | 
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| [4930] | 502 |     this->execute(); | 
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| [4892] | 503 |     return false; | 
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| [4885] | 504 |   } | 
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| [3573] | 505 |  | 
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 | 506 |  | 
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| [4892] | 507 |   if (this->soundBuffers[WA_RELOAD] != NULL) | 
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 | 508 |     this->soundSource->play(this->soundBuffers[WA_RELOAD]); | 
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 | 509 |  | 
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| [6671] | 510 |   if (this->ammoContainer.get() != NULL) | 
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 | 511 |     this->ammoContainer->fillWeapon(this); | 
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| [4885] | 512 |   else | 
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 | 513 |   { | 
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| [6671] | 514 |     this->energy = this->energyMax; | 
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| [4885] | 515 |   } | 
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| [6444] | 516 |   this->updateWidgets(); | 
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| [4892] | 517 |   this->reload(); | 
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| [4926] | 518 |   this->enterState(WS_RELOADING); | 
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 | 519 | } | 
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| [3575] | 520 |  | 
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| [4926] | 521 | /** | 
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 | 522 |  * enters the requested State, plays back animations updates the timing. | 
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 | 523 |  * @param state the state to enter. | 
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 | 524 |  */ | 
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 | 525 | inline void Weapon::enterState(WeaponState state) | 
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 | 526 | { | 
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| [5041] | 527 |   PRINTF(4)("ENTERING STATE %s\n", stateToChar(state)); | 
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| [4926] | 528 |   // playing animation if availiable | 
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 | 529 |   if (likely(this->animation[state] != NULL)) | 
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 | 530 |     this->animation[state]->replay(); | 
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 | 531 |  | 
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| [6728] | 532 |   this->stateDuration += this->times[state]; | 
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| [4926] | 533 |   this->currentState = state; | 
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| [3575] | 534 | } | 
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 | 535 |  | 
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| [4927] | 536 | /////////////////// | 
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 | 537 | //  WORLD-ENTITY // | 
|---|
 | 538 | // FUNCTIONALITY // | 
|---|
 | 539 | /////////////////// | 
|---|
| [3575] | 540 | /** | 
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| [4885] | 541 |  * tick signal for time dependent/driven stuff | 
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| [3575] | 542 | */ | 
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| [6736] | 543 | bool Weapon::tickW(float dt) | 
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| [4885] | 544 | { | 
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| [4934] | 545 |   //printf("%s ", stateToChar(this->currentState)); | 
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| [4910] | 546 |  | 
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| [4885] | 547 |   // setting up the timing properties | 
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 | 548 |   this->stateDuration -= dt; | 
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| [3575] | 549 |  | 
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| [4949] | 550 |   if (this->stateDuration <= 0.0) | 
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| [4885] | 551 |   { | 
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| [4949] | 552 |     if (unlikely (this->currentState == WS_DEACTIVATING)) | 
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| [4885] | 553 |     { | 
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| [4949] | 554 |       this->currentState = WS_INACTIVE; | 
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| [6736] | 555 |       return false; | 
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| [4949] | 556 |     } | 
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 | 557 |     else | 
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 | 558 |       this->currentState = WS_IDLE; | 
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| [4906] | 559 |  | 
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| [4949] | 560 |     if (this->requestedAction != WA_NONE) | 
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 | 561 |     { | 
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 | 562 |       this->stateDuration = -dt; | 
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 | 563 |       this->execute(); | 
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| [4885] | 564 |     } | 
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 | 565 |   } | 
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| [6736] | 566 |   return true; | 
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| [4885] | 567 | } | 
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 | 568 |  | 
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| [3575] | 569 |  | 
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 | 570 |  | 
|---|
 | 571 |  | 
|---|
| [4885] | 572 | ////////////////////// | 
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 | 573 | // HELPER FUNCTIONS // | 
|---|
 | 574 | ////////////////////// | 
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| [3576] | 575 | /** | 
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| [4891] | 576 |  * checks wether all the Weapons functions are valid, and if it is possible to go to action with it. | 
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| [5498] | 577 |  * @todo IMPLEMENT the Weapons Check | 
|---|
| [4891] | 578 |  */ | 
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 | 579 | bool Weapon::check() const | 
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 | 580 | { | 
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 | 581 |   bool retVal = true; | 
|---|
 | 582 |  | 
|---|
| [6438] | 583 |   //  if (this->projectile == NULL) | 
|---|
| [4891] | 584 |   { | 
|---|
| [5041] | 585 |     PRINTF(1)("There was no projectile assigned to the Weapon.\n"); | 
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| [4891] | 586 |     retVal = false; | 
|---|
 | 587 |   } | 
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 | 588 |  | 
|---|
 | 589 |  | 
|---|
 | 590 |  | 
|---|
 | 591 |  | 
|---|
 | 592 |   return retVal; | 
|---|
 | 593 | } | 
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 | 594 |  | 
|---|
 | 595 | /** | 
|---|
| [4885] | 596 |  * some nice debugging information about this Weapon | 
|---|
 | 597 |  */ | 
|---|
 | 598 | void Weapon::debug() const | 
|---|
 | 599 | { | 
|---|
| [6433] | 600 |   PRINT(0)("Weapon-Debug %s, state: %s (duration: %fs), nextAction: %s\n", this->getName(), Weapon::stateToChar(this->currentState), this->stateDuration, Weapon::actionToChar(requestedAction)); | 
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| [6671] | 601 |   PRINT(0)("Energy: max: %f; current: %f; chargeMin: %f, chargeMax %f\n", | 
|---|
 | 602 |            this->energyMax, this->energy, this->minCharge, this->maxCharge); | 
|---|
| [4967] | 603 |  | 
|---|
 | 604 |  | 
|---|
| [4885] | 605 | } | 
|---|
| [3575] | 606 |  | 
|---|
| [5498] | 607 | //////////////////////////////////////////////////////// | 
|---|
 | 608 | // static Definitions (transormators for readability) // | 
|---|
 | 609 | //////////////////////////////////////////////////////// | 
|---|
| [4885] | 610 | /** | 
|---|
 | 611 |  * Converts a String into an Action. | 
|---|
 | 612 |  * @param action the String input holding the Action. | 
|---|
 | 613 |  * @return The Action if known, WA_NONE otherwise. | 
|---|
 | 614 |  */ | 
|---|
 | 615 | WeaponAction Weapon::charToAction(const char* action) | 
|---|
 | 616 | { | 
|---|
 | 617 |   if (!strcmp(action, "none")) | 
|---|
 | 618 |     return WA_NONE; | 
|---|
 | 619 |   else if (!strcmp(action, "shoot")) | 
|---|
 | 620 |     return WA_SHOOT; | 
|---|
 | 621 |   else if (!strcmp(action, "charge")) | 
|---|
 | 622 |     return WA_CHARGE; | 
|---|
 | 623 |   else if (!strcmp(action, "reload")) | 
|---|
 | 624 |     return WA_RELOAD; | 
|---|
 | 625 |   else if (!strcmp(action, "acitvate")) | 
|---|
 | 626 |     return WA_ACTIVATE; | 
|---|
 | 627 |   else if (!strcmp(action, "deactivate")) | 
|---|
 | 628 |     return WA_DEACTIVATE; | 
|---|
 | 629 |   else if (!strcmp(action, "special1")) | 
|---|
 | 630 |     return WA_SPECIAL1; | 
|---|
 | 631 |   else | 
|---|
| [6438] | 632 |   { | 
|---|
 | 633 |     PRINTF(2)("action %s could not be identified.\n", action); | 
|---|
 | 634 |     return WA_NONE; | 
|---|
 | 635 |   } | 
|---|
| [4885] | 636 | } | 
|---|
| [3575] | 637 |  | 
|---|
 | 638 | /** | 
|---|
| [4885] | 639 |  * converts an action into a String | 
|---|
 | 640 |  * @param action the action to convert | 
|---|
 | 641 |  * @return a String matching the name of the action | 
|---|
 | 642 |  */ | 
|---|
 | 643 | const char* Weapon::actionToChar(WeaponAction action) | 
|---|
 | 644 | { | 
|---|
 | 645 |   switch (action) | 
|---|
 | 646 |   { | 
|---|
| [6671] | 647 |   case WA_SHOOT: | 
|---|
 | 648 |     return "shoot"; | 
|---|
 | 649 |     break; | 
|---|
 | 650 |   case WA_CHARGE: | 
|---|
 | 651 |     return "charge"; | 
|---|
 | 652 |     break; | 
|---|
 | 653 |   case WA_RELOAD: | 
|---|
 | 654 |     return "reload"; | 
|---|
 | 655 |     break; | 
|---|
 | 656 |   case WA_ACTIVATE: | 
|---|
 | 657 |     return "activate"; | 
|---|
 | 658 |     break; | 
|---|
 | 659 |   case WA_DEACTIVATE: | 
|---|
 | 660 |     return "deactivate"; | 
|---|
 | 661 |     break; | 
|---|
 | 662 |   case WA_SPECIAL1: | 
|---|
 | 663 |     return "special1"; | 
|---|
 | 664 |     break; | 
|---|
 | 665 |   default: | 
|---|
 | 666 |     return "none"; | 
|---|
 | 667 |     break; | 
|---|
| [4885] | 668 |   } | 
|---|
 | 669 | } | 
|---|
| [3577] | 670 |  | 
|---|
 | 671 | /** | 
|---|
| [4885] | 672 |  * Converts a String into a State. | 
|---|
 | 673 |  * @param state the String input holding the State. | 
|---|
 | 674 |  * @return The State if known, WS_NONE otherwise. | 
|---|
 | 675 |  */ | 
|---|
 | 676 | WeaponState Weapon::charToState(const char* state) | 
|---|
 | 677 | { | 
|---|
 | 678 |   if (!strcmp(state, "none")) | 
|---|
 | 679 |     return WS_NONE; | 
|---|
 | 680 |   else if (!strcmp(state, "shooting")) | 
|---|
 | 681 |     return WS_SHOOTING; | 
|---|
 | 682 |   else if (!strcmp(state, "charging")) | 
|---|
 | 683 |     return WS_CHARGING; | 
|---|
 | 684 |   else if (!strcmp(state, "reloading")) | 
|---|
 | 685 |     return WS_RELOADING; | 
|---|
 | 686 |   else if (!strcmp(state, "activating")) | 
|---|
 | 687 |     return WS_ACTIVATING; | 
|---|
 | 688 |   else if (!strcmp(state, "deactivating")) | 
|---|
 | 689 |     return WS_DEACTIVATING; | 
|---|
 | 690 |   else if (!strcmp(state, "inactive")) | 
|---|
 | 691 |     return WS_INACTIVE; | 
|---|
 | 692 |   else if (!strcmp(state, "idle")) | 
|---|
 | 693 |     return WS_IDLE; | 
|---|
 | 694 |   else | 
|---|
| [6438] | 695 |   { | 
|---|
 | 696 |     PRINTF(2)("state %s could not be identified.\n", state); | 
|---|
 | 697 |     return WS_NONE; | 
|---|
 | 698 |   } | 
|---|
| [4885] | 699 | } | 
|---|
| [3583] | 700 |  | 
|---|
 | 701 | /** | 
|---|
| [4885] | 702 |  * converts a State into a String | 
|---|
 | 703 |  * @param state the state to convert | 
|---|
 | 704 |  * @return a String matching the name of the state | 
|---|
 | 705 |  */ | 
|---|
 | 706 | const char* Weapon::stateToChar(WeaponState state) | 
|---|
 | 707 | { | 
|---|
 | 708 |   switch (state) | 
|---|
 | 709 |   { | 
|---|
| [6671] | 710 |   case WS_SHOOTING: | 
|---|
 | 711 |     return "shooting"; | 
|---|
 | 712 |     break; | 
|---|
 | 713 |   case WS_CHARGING: | 
|---|
 | 714 |     return "charging"; | 
|---|
 | 715 |     break; | 
|---|
 | 716 |   case WS_RELOADING: | 
|---|
 | 717 |     return "reloading"; | 
|---|
 | 718 |     break; | 
|---|
 | 719 |   case WS_ACTIVATING: | 
|---|
 | 720 |     return "activating"; | 
|---|
 | 721 |     break; | 
|---|
 | 722 |   case WS_DEACTIVATING: | 
|---|
 | 723 |     return "deactivating"; | 
|---|
 | 724 |     break; | 
|---|
 | 725 |   case WS_IDLE: | 
|---|
 | 726 |     return "idle"; | 
|---|
 | 727 |     break; | 
|---|
 | 728 |   case WS_INACTIVE: | 
|---|
 | 729 |     return "inactive"; | 
|---|
 | 730 |     break; | 
|---|
 | 731 |   default: | 
|---|
 | 732 |     return "none"; | 
|---|
 | 733 |     break; | 
|---|
| [4885] | 734 |   } | 
|---|
 | 735 | } | 
|---|