| [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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| [7350] | 28 | #include "util/loading/factory.h" | 
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| [7193] | 29 | #include "util/loading/load_param.h" | 
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| [4828] | 30 | #include "state.h" | 
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| [4885] | 31 | #include "animation3d.h" | 
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| [3573] | 32 |  | 
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| [5930] | 33 | #include "sound_source.h" | 
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 | 34 | #include "sound_buffer.h" | 
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 | 35 |  | 
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| [6438] | 36 | #include "glgui_bar.h" | 
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 | 37 |  | 
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| [7350] | 38 | using namespace std; | 
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 | 39 |  | 
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| [4892] | 40 | //////////////////// | 
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 | 41 | // INITAILISATION // | 
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 | 42 | // SETTING VALUES // | 
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 | 43 | //////////////////// | 
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| [3870] | 44 | /** | 
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| [4885] | 45 |  * standard constructor | 
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 | 46 |  * | 
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 | 47 |  * creates a new weapon | 
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| [3575] | 48 | */ | 
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| [5750] | 49 | Weapon::Weapon () | 
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| [3620] | 50 | { | 
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| [4885] | 51 |   this->init(); | 
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| [3620] | 52 | } | 
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| [3573] | 53 |  | 
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| [3575] | 54 | /** | 
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| [4885] | 55 |  * standard deconstructor | 
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| [3575] | 56 | */ | 
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| [4597] | 57 | Weapon::~Weapon () | 
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| [3573] | 58 | { | 
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| [4885] | 59 |   for (int i = 0; i < WS_STATE_COUNT; i++) | 
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| [4894] | 60 |     if (this->animation[i] && ClassList::exists(animation[i], CL_ANIMATION))  //!< @todo this should check animation3D | 
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| [4885] | 61 |       delete this->animation[i]; | 
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 | 62 |   for (int i = 0; i < WA_ACTION_COUNT; i++) | 
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| [5302] | 63 |     if (this->soundBuffers[i] != NULL && ClassList::exists(this->soundBuffers[i], CL_SOUND_BUFFER)) | 
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| [4885] | 64 |       ResourceManager::getInstance()->unload(this->soundBuffers[i]); | 
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| [4959] | 65 |  | 
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 | 66 |   if (ClassList::exists(this->soundSource, CL_SOUND_SOURCE)) | 
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 | 67 |     delete this->soundSource; | 
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| [4885] | 68 | } | 
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| [4597] | 69 |  | 
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| [4885] | 70 | /** | 
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| [7350] | 71 |  * @brief creates a new Weapon of type weaponID and returns it. | 
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 | 72 |  * @param weaponID the WeaponID type to create. | 
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 | 73 |  * @returns the newly created Weapon. | 
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 | 74 |  */ | 
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 | 75 | Weapon* Weapon::createWeapon(ClassID weaponID) | 
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 | 76 | { | 
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 | 77 |   BaseObject* createdObject = Factory::fabricate(weaponID); | 
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 | 78 |   if (createdObject != NULL) | 
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 | 79 |   { | 
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 | 80 |     if (createdObject->isA(CL_WEAPON)) | 
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 | 81 |       return dynamic_cast<Weapon*>(createdObject); | 
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 | 82 |     else | 
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 | 83 |     { | 
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 | 84 |       delete createdObject; | 
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 | 85 |       return NULL; | 
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 | 86 |     } | 
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 | 87 |   } | 
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 | 88 | } | 
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 | 89 |  | 
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 | 90 | /** | 
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| [4885] | 91 |  * initializes the Weapon with ALL default values | 
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| [5498] | 92 |  * | 
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 | 93 |  * This Sets the default values of the Weapon | 
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| [4885] | 94 |  */ | 
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 | 95 | void Weapon::init() | 
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 | 96 | { | 
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| [7350] | 97 |   this->setClassID(CL_WEAPON, "Weapon"); | 
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| [5498] | 98 |   this->currentState     = WS_INACTIVE;            //< Normaly the Weapon is Inactive | 
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 | 99 |   this->requestedAction  = WA_NONE;                //< No action is requested by default | 
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 | 100 |   this->stateDuration    = 0.0;                    //< All the States have zero duration | 
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 | 101 |   for (int i = 0; i < WS_STATE_COUNT; i++)         //< Every State has: | 
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| [6438] | 102 |   { | 
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 | 103 |     this->times[i] = 0.0;                        //< An infinitesimal duration | 
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 | 104 |     this->animation[i] = NULL;                   //< No animation | 
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 | 105 |   } | 
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| [4885] | 106 |   for (int i = 0; i < WA_ACTION_COUNT; i++) | 
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| [5498] | 107 |     this->soundBuffers[i] = NULL;                  //< No Sounds | 
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| [3888] | 108 |  | 
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| [7460] | 109 |   this->soundSource = new OrxSound::SoundSource(this);       //< Every Weapon has exacty one SoundSource. | 
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| [5498] | 110 |   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] | 111 |   this->emissionPoint.setName("EmissionPoint"); | 
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 | 112 |   this->emissionPoint.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); | 
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| [4885] | 113 |  | 
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| [6920] | 114 |   this->defaultTarget = NULL;                      //< Nothing is Targeted by default. | 
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| [6756] | 115 |  | 
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| [5498] | 116 |   this->projectile = CL_NULL;                      //< No Projectile Class is Connected to this weapon | 
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 | 117 |   this->projectileFactory = NULL;                  //< No Factory generating Projectiles is selected. | 
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| [4885] | 118 |  | 
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| [5498] | 119 |   this->hideInactive = true;                       //< The Weapon will be hidden if it is inactive (by default) | 
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| [4906] | 120 |  | 
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| [5498] | 121 |   this->minCharge = 1.0;                           //< The minimum charge the Weapon can hold is 1 unit. | 
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 | 122 |   this->maxCharge = 1.0;                           //< The maximum charge is also one unit. | 
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| [4927] | 123 |  | 
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| [6671] | 124 |   this->energy = 10;                               //< The secondary Buffer (before we have to reload) | 
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| [5498] | 125 |   this->energyMax = 10.0;                          //< How much energy can be carried | 
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 | 126 |   this->capability = WTYPE_ALL;                    //< The Weapon has all capabilities @see W_Capability. | 
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| [6438] | 127 |  | 
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 | 128 |   this->energyWidget = NULL; | 
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| [6695] | 129 |  | 
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 | 130 |   // set this object to be synchronized over network | 
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 | 131 |   //this->setSynchronized(true); | 
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| [3573] | 132 | } | 
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 | 133 |  | 
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| [5498] | 134 | /** | 
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 | 135 |  * loads the Parameters of a Weapon | 
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 | 136 |  * @param root the XML-Element to load the Weapons settings from | 
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 | 137 |  */ | 
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| [4972] | 138 | void Weapon::loadParams(const TiXmlElement* root) | 
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 | 139 | { | 
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| [6512] | 140 |   WorldEntity::loadParams(root); | 
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| [4972] | 141 |  | 
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| [7102] | 142 |   LoadParam(root, "projectile", this, Weapon, setProjectileTypeC) | 
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| [6438] | 143 |   .describe("Sets the name of the Projectile to load onto the Entity"); | 
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| [4972] | 144 |  | 
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| [5671] | 145 |   LoadParam(root, "emission-point", this, Weapon, setEmissionPoint) | 
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| [6438] | 146 |   .describe("Sets the Point of emission of this weapon"); | 
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| [4972] | 147 |  | 
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| [5671] | 148 |   LoadParam(root, "state-duration", this, Weapon, setStateDuration) | 
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| [6438] | 149 |   .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)"); | 
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| [4972] | 150 |  | 
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| [5671] | 151 |   LoadParam(root, "action-sound", this, Weapon, setActionSound) | 
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| [6438] | 152 |   .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] | 153 | } | 
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 | 154 |  | 
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| [6728] | 155 |  | 
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| [4947] | 156 | /** | 
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 | 157 |  * sets the Projectile to use for this weapon. | 
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 | 158 |  * @param projectile The ID of the Projectile to use | 
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| [4950] | 159 |  * @returns true, if it was sucessfull, false on error | 
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| [4947] | 160 |  * | 
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| [5498] | 161 |  * be aware, that this function does not create Factories, as this is job of Projecitle/Bullet-classes. | 
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 | 162 |  * What it does, is telling the Weapon what Projectiles it can Emit. | 
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| [4947] | 163 |  */ | 
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| [5356] | 164 | void Weapon::setProjectileType(ClassID projectile) | 
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| [4947] | 165 | { | 
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 | 166 |   if (projectile == CL_NULL) | 
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| [4972] | 167 |     return; | 
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| [4947] | 168 |   this->projectile = projectile; | 
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 | 169 |   this->projectileFactory = FastFactory::searchFastFactory(projectile); | 
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 | 170 |   if (this->projectileFactory == NULL) | 
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| [4979] | 171 |   { | 
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 | 172 |     PRINTF(1)("unable to find FastFactory for the Projectile.\n"); | 
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| [4972] | 173 |     return; | 
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| [4979] | 174 |   } | 
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| [4948] | 175 |   else | 
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 | 176 |   { | 
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 | 177 |     // grabbing Parameters from the Projectile to have them at hand here. | 
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 | 178 |     Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); | 
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| [6431] | 179 |     this->minCharge = pj->getMinEnergy(); | 
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| [6700] | 180 |     this->maxCharge = pj->getHealthMax(); | 
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| [4948] | 181 |     this->chargeable = pj->isChageable(); | 
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| [4979] | 182 |     this->projectileFactory->kill(pj); | 
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| [4948] | 183 |   } | 
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| [4979] | 184 | } | 
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| [3573] | 185 |  | 
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| [6728] | 186 |  | 
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| [4891] | 187 | /** | 
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| [4950] | 188 |  * @see bool Weapon::setProjectile(ClassID projectile) | 
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 | 189 |  * @param projectile the Name of the Projectile. | 
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 | 190 |  */ | 
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| [7221] | 191 | void Weapon::setProjectileTypeC(const std::string& projectile) | 
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| [4950] | 192 | { | 
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 | 193 |   FastFactory* tmpFac = FastFactory::searchFastFactory(projectile); | 
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 | 194 |   if (tmpFac != NULL) | 
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 | 195 |   { | 
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| [5356] | 196 |     this->setProjectileType(tmpFac->getStoredID()); | 
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| [4950] | 197 |   } | 
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| [4972] | 198 |   else | 
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 | 199 |   { | 
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| [7221] | 200 |     PRINTF(1)("Projectile %s does not exist for weapon %s\n", projectile.c_str(), this->getName()); | 
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| [4972] | 201 |   } | 
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| [4950] | 202 | } | 
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 | 203 |  | 
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| [6728] | 204 |  | 
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| [4950] | 205 | /** | 
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| [5356] | 206 |  * prepares Projectiles of the Weapon | 
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| [5498] | 207 |  * @param count how many Projectiles to create (they will be stored in the ProjectileFactory) | 
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| [5356] | 208 |  */ | 
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 | 209 | void Weapon::prepareProjectiles(unsigned int count) | 
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 | 210 | { | 
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| [5357] | 211 |   if (likely(this->projectileFactory != NULL)) | 
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| [5356] | 212 |     projectileFactory->prepare(count); | 
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 | 213 |   else | 
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| [5357] | 214 |     PRINTF(2)("unable to create %d projectile for Weapon %s (%s)\n", count, this->getName(), this->getClassName()); | 
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| [5356] | 215 | } | 
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 | 216 |  | 
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| [6728] | 217 |  | 
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| [5356] | 218 | /** | 
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 | 219 |  * resurects and returns a Projectile | 
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| [5498] | 220 |  * @returns a Projectile on success, NULL on error | 
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 | 221 |  * | 
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 | 222 |  * errors: 1. (ProjectileFastFactory not Found) | 
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 | 223 |  *         2. No more Projectiles availiable. | 
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| [5356] | 224 |  */ | 
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 | 225 | Projectile* Weapon::getProjectile() | 
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 | 226 | { | 
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| [5357] | 227 |   if (likely (this->projectileFactory != NULL)) | 
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| [6142] | 228 |   { | 
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 | 229 |     Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); | 
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 | 230 |     pj->toList((OM_LIST)(this->getOMListNumber()+1)); | 
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 | 231 |     return pj; | 
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 | 232 |   } | 
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| [5356] | 233 |   else | 
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 | 234 |   { | 
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| [5498] | 235 |     PRINTF(2)("No projectile defined for Weapon %s(%s) can't return any\n", this->getName(), this->getClassName()); | 
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| [5356] | 236 |     return NULL; | 
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 | 237 |   } | 
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 | 238 | } | 
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 | 239 |  | 
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 | 240 |  | 
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 | 241 | /** | 
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| [4892] | 242 |  * sets the emissionPoint's relative position from the Weapon | 
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 | 243 |  * @param point the Point relative to the mass-point of the Weapon | 
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 | 244 |  */ | 
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 | 245 | void Weapon::setEmissionPoint(const Vector& point) | 
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 | 246 | { | 
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 | 247 |   this->emissionPoint.setRelCoor(point); | 
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 | 248 | } | 
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 | 249 |  | 
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| [6728] | 250 |  | 
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| [4892] | 251 | /** | 
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| [4891] | 252 |  * assigns a Sound-file to an action | 
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 | 253 |  * @param action the action the sound should be assigned too | 
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 | 254 |  * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager) | 
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 | 255 |  */ | 
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| [7221] | 256 | void Weapon::setActionSound(WeaponAction action, const std::string& soundFile) | 
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| [4885] | 257 | { | 
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 | 258 |   if (action >= WA_ACTION_COUNT) | 
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 | 259 |     return; | 
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| [4930] | 260 |   if (this->soundBuffers[action] != NULL) | 
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 | 261 |     ResourceManager::getInstance()->unload(this->soundBuffers[action]); | 
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 | 262 |  | 
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| [7221] | 263 |   else if (!soundFile.empty()) | 
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| [4885] | 264 |   { | 
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| [7460] | 265 |     this->soundBuffers[action] = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load(soundFile, WAV); | 
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| [4885] | 266 |     if (this->soundBuffers[action] != NULL) | 
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 | 267 |     { | 
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| [7221] | 268 |       PRINTF(4)("Loaded sound %s to action %s.\n", soundFile.c_str(), actionToChar(action)); | 
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| [4885] | 269 |     } | 
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 | 270 |     else | 
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 | 271 |     { | 
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| [7221] | 272 |       PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile.c_str(), actionToChar(action)); | 
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| [4885] | 273 |     } | 
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 | 274 |   } | 
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 | 275 |   else | 
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 | 276 |     this->soundBuffers[action] = NULL; | 
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 | 277 | } | 
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 | 278 |  | 
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| [6728] | 279 |  | 
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| [4893] | 280 | /** | 
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| [4895] | 281 |  * creates/returns an Animation3D for a certain State. | 
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 | 282 |  * @param state what State should the Animation be created/returned for | 
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 | 283 |  * @param node the node this Animation should apply to. (NULL is fine if the animation was already created) | 
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 | 284 |  * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist). | 
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| [4893] | 285 |  * | 
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 | 286 |  * This function does only generate the Animation Object, and if set it will | 
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 | 287 |  * automatically be executed, when a certain State is reached. | 
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 | 288 |  * What this does not do, is set keyframes, you have to operate on the returned animation. | 
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 | 289 |  */ | 
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| [4895] | 290 | Animation3D* Weapon::getAnimation(WeaponState state, PNode* node) | 
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| [4893] | 291 | { | 
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| [4895] | 292 |   if (state >= WS_STATE_COUNT) // if the state is not known | 
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| [4893] | 293 |     return NULL; | 
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 | 294 |  | 
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| [4895] | 295 |   if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it. | 
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| [4893] | 296 |   { | 
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| [4895] | 297 |     if (likely(node != NULL)) | 
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 | 298 |       return this->animation[state] = new Animation3D(node); | 
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 | 299 |     else | 
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 | 300 |     { | 
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 | 301 |       PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state)); | 
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 | 302 |       return NULL; | 
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 | 303 |     } | 
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| [4893] | 304 |   } | 
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| [4895] | 305 |   else | 
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 | 306 |     return this->animation[state]; | 
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| [4893] | 307 | } | 
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 | 308 |  | 
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| [7779] | 309 | OrxGui::GLGuiWidget* Weapon::getEnergyWidget() | 
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| [6438] | 310 | { | 
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 | 311 |   if (this->energyWidget == NULL) | 
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 | 312 |   { | 
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| [7779] | 313 |     this->energyWidget = new OrxGui::GLGuiBar; | 
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| [6438] | 314 |     this->energyWidget->setSize2D( 20, 100); | 
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 | 315 |     this->energyWidget->setMaximum(this->getEnergyMax()); | 
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 | 316 |     this->energyWidget->setValue(this->getEnergy()); | 
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 | 317 |   } | 
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 | 318 |   return this->energyWidget; | 
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 | 319 | } | 
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 | 320 |  | 
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 | 321 | void Weapon::updateWidgets() | 
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 | 322 | { | 
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 | 323 |   if (this->energyWidget != NULL) | 
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 | 324 |   { | 
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 | 325 |     this->energyWidget->setMaximum(this->energyMax); | 
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 | 326 |     this->energyWidget->setValue(this->energy); | 
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 | 327 |   } | 
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 | 328 | } | 
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 | 329 |  | 
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| [4892] | 330 | ///////////////// | 
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 | 331 | //  EXECUTION  // | 
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 | 332 | // GAME ACTION // | 
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 | 333 | ///////////////// | 
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| [4597] | 334 | /** | 
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| [4885] | 335 |  * request an action that should be executed, | 
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 | 336 |  * @param action the next action to take | 
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 | 337 |  * | 
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 | 338 |  * This function must be called instead of the actions (like fire/reload...) | 
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 | 339 |  * to make all the checks needed to have a usefull WeaponSystem. | 
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 | 340 |  */ | 
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 | 341 | void Weapon::requestAction(WeaponAction action) | 
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 | 342 | { | 
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| [4906] | 343 |   if (likely(this->isActive())) | 
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| [4885] | 344 |   { | 
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| [4906] | 345 |     if (this->requestedAction != WA_NONE) | 
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 | 346 |       return; | 
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| [5041] | 347 |     PRINTF(5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration); | 
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| [4885] | 348 |     this->requestedAction = action; | 
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 | 349 |   } | 
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| [4906] | 350 |   //else | 
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 | 351 |   else if (unlikely(action == WA_ACTIVATE)) | 
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 | 352 |   { | 
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 | 353 |     this->currentState = WS_ACTIVATING; | 
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| [4926] | 354 |     this->requestedAction = WA_ACTIVATE; | 
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| [4906] | 355 |   } | 
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| [4885] | 356 | } | 
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| [3577] | 357 |  | 
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| [6728] | 358 |  | 
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| [4890] | 359 | /** | 
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 | 360 |  * adds energy to the Weapon | 
|---|
 | 361 |  * @param energyToAdd The amount of energy | 
|---|
 | 362 |  * @returns the amount of energy we did not pick up, because the weapon is already full | 
|---|
 | 363 |  */ | 
|---|
 | 364 | float Weapon::increaseEnergy(float energyToAdd) | 
|---|
 | 365 | { | 
|---|
 | 366 |   float maxAddEnergy = this->energyMax - this->energy; | 
|---|
 | 367 |  | 
|---|
 | 368 |   if (maxAddEnergy >= energyToAdd) | 
|---|
 | 369 |   { | 
|---|
 | 370 |     this->energy += energyToAdd; | 
|---|
 | 371 |     return 0.0; | 
|---|
 | 372 |   } | 
|---|
 | 373 |   else | 
|---|
 | 374 |   { | 
|---|
 | 375 |     this->energy += maxAddEnergy; | 
|---|
 | 376 |     return energyToAdd - maxAddEnergy; | 
|---|
 | 377 |   } | 
|---|
 | 378 | } | 
|---|
 | 379 |  | 
|---|
| [6728] | 380 |  | 
|---|
| [5498] | 381 | //////////////////////////////////////////////////////////// | 
|---|
 | 382 | // WEAPON INTERNALS                                       // | 
|---|
 | 383 | // These are functions, that no other Weapon should over- // | 
|---|
 | 384 | // write. No class has direct Access to them, as it is    // | 
|---|
 | 385 | // quite a complicated process, handling a Weapon from    // | 
|---|
 | 386 | // the outside                                            // | 
|---|
 | 387 | //////////////////////////////////////////////////////////// | 
|---|
| [4891] | 388 | /** | 
|---|
 | 389 |  * executes an action, and with it starts a new State. | 
|---|
 | 390 |  * @return true, if it worked, false otherwise | 
|---|
 | 391 |  * | 
|---|
 | 392 |  * This function checks, wheter the possibility of executing an action is valid, | 
|---|
 | 393 |  * and does all the necessary stuff, to execute them. If an action does not succeed, | 
|---|
 | 394 |  * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again) | 
|---|
 | 395 |  */ | 
|---|
| [4885] | 396 | bool Weapon::execute() | 
|---|
| [3583] | 397 | { | 
|---|
| [7729] | 398 | #if DEBUG_LEVEL > 4 | 
|---|
| [4885] | 399 |   PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction)); | 
|---|
 | 400 |   this->debug(); | 
|---|
| [4906] | 401 | #endif | 
|---|
| [4885] | 402 |  | 
|---|
| [4926] | 403 |   WeaponAction action = this->requestedAction; | 
|---|
 | 404 |   this->requestedAction = WA_NONE; | 
|---|
 | 405 |  | 
|---|
 | 406 |   switch (action) | 
|---|
| [4885] | 407 |   { | 
|---|
| [7350] | 408 |     case WA_SHOOT: | 
|---|
 | 409 |       return this->fireW(); | 
|---|
 | 410 |       break; | 
|---|
 | 411 |     case WA_CHARGE: | 
|---|
 | 412 |       return this->chargeW(); | 
|---|
 | 413 |       break; | 
|---|
 | 414 |     case WA_RELOAD: | 
|---|
 | 415 |       return this->reloadW(); | 
|---|
 | 416 |       break; | 
|---|
 | 417 |     case WA_DEACTIVATE: | 
|---|
 | 418 |       return this->deactivateW(); | 
|---|
 | 419 |       break; | 
|---|
 | 420 |     case WA_ACTIVATE: | 
|---|
 | 421 |       return this->activateW(); | 
|---|
 | 422 |       break; | 
|---|
| [4885] | 423 |   } | 
|---|
| [3583] | 424 | } | 
|---|
| [3577] | 425 |  | 
|---|
| [4597] | 426 | /** | 
|---|
| [4894] | 427 |  * checks and activates the Weapon. | 
|---|
 | 428 |  * @return true on success. | 
|---|
| [4892] | 429 |  */ | 
|---|
 | 430 | bool Weapon::activateW() | 
|---|
| [3583] | 431 | { | 
|---|
| [6438] | 432 |   //  if (this->currentState == WS_INACTIVE) | 
|---|
| [4892] | 433 |   { | 
|---|
| [6433] | 434 |     // play Sound | 
|---|
| [4893] | 435 |     if (likely(this->soundBuffers[WA_ACTIVATE] != NULL)) | 
|---|
| [4892] | 436 |       this->soundSource->play(this->soundBuffers[WA_ACTIVATE]); | 
|---|
| [6444] | 437 |     this->updateWidgets(); | 
|---|
| [6438] | 438 |     // activate | 
|---|
| [4895] | 439 |     PRINTF(4)("Activating the Weapon %s\n", this->getName()); | 
|---|
| [4892] | 440 |     this->activate(); | 
|---|
| [4895] | 441 |     // setting up for next action | 
|---|
| [4926] | 442 |     this->enterState(WS_ACTIVATING); | 
|---|
| [4892] | 443 |   } | 
|---|
| [3583] | 444 | } | 
|---|
| [3577] | 445 |  | 
|---|
| [4597] | 446 | /** | 
|---|
| [4894] | 447 |  * checks and deactivates the Weapon | 
|---|
 | 448 |  * @return true on success. | 
|---|
| [4892] | 449 |  */ | 
|---|
 | 450 | bool Weapon::deactivateW() | 
|---|
| [3583] | 451 | { | 
|---|
| [6438] | 452 |   //  if (this->currentState != WS_INACTIVE) | 
|---|
| [4892] | 453 |   { | 
|---|
 | 454 |     PRINTF(4)("Deactivating the Weapon %s\n", this->getName()); | 
|---|
| [6438] | 455 |     // play Sound | 
|---|
| [4892] | 456 |     if (this->soundBuffers[WA_DEACTIVATE] != NULL) | 
|---|
 | 457 |       this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]); | 
|---|
| [4926] | 458 |     // deactivate | 
|---|
| [4892] | 459 |     this->deactivate(); | 
|---|
| [4926] | 460 |     this->enterState(WS_DEACTIVATING); | 
|---|
| [4892] | 461 |   } | 
|---|
| [3583] | 462 | } | 
|---|
| [3577] | 463 |  | 
|---|
| [4892] | 464 | /** | 
|---|
| [4894] | 465 |  * checks and charges the Weapon | 
|---|
 | 466 |  * @return true on success. | 
|---|
| [4892] | 467 |  */ | 
|---|
 | 468 | bool Weapon::chargeW() | 
|---|
| [4885] | 469 | { | 
|---|
| [6671] | 470 |   if ( this->currentState != WS_INACTIVE && this->energy >= this->minCharge) | 
|---|
| [4892] | 471 |   { | 
|---|
| [6438] | 472 |     // playing Sound | 
|---|
| [4892] | 473 |     if (this->soundBuffers[WA_CHARGE] != NULL) | 
|---|
 | 474 |       this->soundSource->play(this->soundBuffers[WA_CHARGE]); | 
|---|
| [4893] | 475 |  | 
|---|
| [6438] | 476 |     // charge | 
|---|
| [4892] | 477 |     this->charge(); | 
|---|
| [6438] | 478 |     // setting up for the next state | 
|---|
| [4926] | 479 |     this->enterState(WS_CHARGING); | 
|---|
| [4892] | 480 |   } | 
|---|
 | 481 |   else // deactivate the Weapon if we do not have enough energy | 
|---|
 | 482 |   { | 
|---|
 | 483 |     this->requestAction(WA_RELOAD); | 
|---|
 | 484 |   } | 
|---|
| [4885] | 485 | } | 
|---|
| [3573] | 486 |  | 
|---|
| [4892] | 487 | /** | 
|---|
| [4894] | 488 |  * checks and fires the Weapon | 
|---|
 | 489 |  * @return true on success. | 
|---|
| [4892] | 490 |  */ | 
|---|
 | 491 | bool Weapon::fireW() | 
|---|
| [3575] | 492 | { | 
|---|
| [6438] | 493 |   //if (likely(this->currentState != WS_INACTIVE)) | 
|---|
| [6671] | 494 |   if (this->minCharge <= this->energy) | 
|---|
| [4892] | 495 |   { | 
|---|
| [6438] | 496 |     // playing Sound | 
|---|
| [4892] | 497 |     if (this->soundBuffers[WA_SHOOT] != NULL) | 
|---|
 | 498 |       this->soundSource->play(this->soundBuffers[WA_SHOOT]); | 
|---|
| [6444] | 499 |     this->updateWidgets(); | 
|---|
| [6438] | 500 |     // fire | 
|---|
| [6671] | 501 |     this->energy -= this->minCharge; | 
|---|
| [4892] | 502 |     this->fire(); | 
|---|
| [6438] | 503 |     // setting up for the next state | 
|---|
| [4926] | 504 |     this->enterState(WS_SHOOTING); | 
|---|
| [4892] | 505 |   } | 
|---|
 | 506 |   else  // reload if we still have the charge | 
|---|
 | 507 |   { | 
|---|
 | 508 |     this->requestAction(WA_RELOAD); | 
|---|
| [4930] | 509 |     this->execute(); | 
|---|
| [4892] | 510 |   } | 
|---|
 | 511 | } | 
|---|
 | 512 |  | 
|---|
 | 513 | /** | 
|---|
| [4894] | 514 |  * checks and Reloads the Weapon | 
|---|
 | 515 |  * @return true on success. | 
|---|
| [4892] | 516 |  */ | 
|---|
 | 517 | bool Weapon::reloadW() | 
|---|
 | 518 | { | 
|---|
| [4885] | 519 |   PRINTF(4)("Reloading Weapon %s\n", this->getName()); | 
|---|
| [6671] | 520 |   if (this->ammoContainer.get() != NULL && | 
|---|
| [7350] | 521 |       unlikely(this->energy + this->ammoContainer->getStoredEnergy() < this->minCharge)) | 
|---|
| [4885] | 522 |   { | 
|---|
 | 523 |     this->requestAction(WA_DEACTIVATE); | 
|---|
| [4930] | 524 |     this->execute(); | 
|---|
| [4892] | 525 |     return false; | 
|---|
| [4885] | 526 |   } | 
|---|
| [3573] | 527 |  | 
|---|
 | 528 |  | 
|---|
| [4892] | 529 |   if (this->soundBuffers[WA_RELOAD] != NULL) | 
|---|
 | 530 |     this->soundSource->play(this->soundBuffers[WA_RELOAD]); | 
|---|
 | 531 |  | 
|---|
| [6671] | 532 |   if (this->ammoContainer.get() != NULL) | 
|---|
 | 533 |     this->ammoContainer->fillWeapon(this); | 
|---|
| [4885] | 534 |   else | 
|---|
 | 535 |   { | 
|---|
| [6671] | 536 |     this->energy = this->energyMax; | 
|---|
| [4885] | 537 |   } | 
|---|
| [6444] | 538 |   this->updateWidgets(); | 
|---|
| [4892] | 539 |   this->reload(); | 
|---|
| [4926] | 540 |   this->enterState(WS_RELOADING); | 
|---|
 | 541 | } | 
|---|
| [3575] | 542 |  | 
|---|
| [4926] | 543 | /** | 
|---|
 | 544 |  * enters the requested State, plays back animations updates the timing. | 
|---|
 | 545 |  * @param state the state to enter. | 
|---|
 | 546 |  */ | 
|---|
 | 547 | inline void Weapon::enterState(WeaponState state) | 
|---|
 | 548 | { | 
|---|
| [5041] | 549 |   PRINTF(4)("ENTERING STATE %s\n", stateToChar(state)); | 
|---|
| [4926] | 550 |   // playing animation if availiable | 
|---|
 | 551 |   if (likely(this->animation[state] != NULL)) | 
|---|
 | 552 |     this->animation[state]->replay(); | 
|---|
 | 553 |  | 
|---|
| [6728] | 554 |   this->stateDuration += this->times[state]; | 
|---|
| [4926] | 555 |   this->currentState = state; | 
|---|
| [3575] | 556 | } | 
|---|
 | 557 |  | 
|---|
| [4927] | 558 | /////////////////// | 
|---|
 | 559 | //  WORLD-ENTITY // | 
|---|
 | 560 | // FUNCTIONALITY // | 
|---|
 | 561 | /////////////////// | 
|---|
| [3575] | 562 | /** | 
|---|
| [4885] | 563 |  * tick signal for time dependent/driven stuff | 
|---|
| [3575] | 564 | */ | 
|---|
| [6736] | 565 | bool Weapon::tickW(float dt) | 
|---|
| [4885] | 566 | { | 
|---|
| [4934] | 567 |   //printf("%s ", stateToChar(this->currentState)); | 
|---|
| [4910] | 568 |  | 
|---|
| [4885] | 569 |   // setting up the timing properties | 
|---|
 | 570 |   this->stateDuration -= dt; | 
|---|
| [3575] | 571 |  | 
|---|
| [4949] | 572 |   if (this->stateDuration <= 0.0) | 
|---|
| [4885] | 573 |   { | 
|---|
| [4949] | 574 |     if (unlikely (this->currentState == WS_DEACTIVATING)) | 
|---|
| [4885] | 575 |     { | 
|---|
| [4949] | 576 |       this->currentState = WS_INACTIVE; | 
|---|
| [6736] | 577 |       return false; | 
|---|
| [4949] | 578 |     } | 
|---|
 | 579 |     else | 
|---|
 | 580 |       this->currentState = WS_IDLE; | 
|---|
| [4906] | 581 |  | 
|---|
| [4949] | 582 |     if (this->requestedAction != WA_NONE) | 
|---|
 | 583 |     { | 
|---|
 | 584 |       this->stateDuration = -dt; | 
|---|
 | 585 |       this->execute(); | 
|---|
| [4885] | 586 |     } | 
|---|
 | 587 |   } | 
|---|
| [6736] | 588 |   return true; | 
|---|
| [4885] | 589 | } | 
|---|
 | 590 |  | 
|---|
| [3575] | 591 |  | 
|---|
 | 592 |  | 
|---|
 | 593 |  | 
|---|
| [4885] | 594 | ////////////////////// | 
|---|
 | 595 | // HELPER FUNCTIONS // | 
|---|
 | 596 | ////////////////////// | 
|---|
| [3576] | 597 | /** | 
|---|
| [4891] | 598 |  * checks wether all the Weapons functions are valid, and if it is possible to go to action with it. | 
|---|
| [5498] | 599 |  * @todo IMPLEMENT the Weapons Check | 
|---|
| [4891] | 600 |  */ | 
|---|
 | 601 | bool Weapon::check() const | 
|---|
 | 602 | { | 
|---|
 | 603 |   bool retVal = true; | 
|---|
 | 604 |  | 
|---|
| [6438] | 605 |   //  if (this->projectile == NULL) | 
|---|
| [4891] | 606 |   { | 
|---|
| [5041] | 607 |     PRINTF(1)("There was no projectile assigned to the Weapon.\n"); | 
|---|
| [4891] | 608 |     retVal = false; | 
|---|
 | 609 |   } | 
|---|
 | 610 |  | 
|---|
 | 611 |  | 
|---|
 | 612 |  | 
|---|
 | 613 |  | 
|---|
 | 614 |   return retVal; | 
|---|
 | 615 | } | 
|---|
 | 616 |  | 
|---|
 | 617 | /** | 
|---|
| [4885] | 618 |  * some nice debugging information about this Weapon | 
|---|
 | 619 |  */ | 
|---|
 | 620 | void Weapon::debug() const | 
|---|
 | 621 | { | 
|---|
| [6433] | 622 |   PRINT(0)("Weapon-Debug %s, state: %s (duration: %fs), nextAction: %s\n", this->getName(), Weapon::stateToChar(this->currentState), this->stateDuration, Weapon::actionToChar(requestedAction)); | 
|---|
| [6671] | 623 |   PRINT(0)("Energy: max: %f; current: %f; chargeMin: %f, chargeMax %f\n", | 
|---|
 | 624 |            this->energyMax, this->energy, this->minCharge, this->maxCharge); | 
|---|
| [4967] | 625 |  | 
|---|
 | 626 |  | 
|---|
| [4885] | 627 | } | 
|---|
| [3575] | 628 |  | 
|---|
| [5498] | 629 | //////////////////////////////////////////////////////// | 
|---|
 | 630 | // static Definitions (transormators for readability) // | 
|---|
 | 631 | //////////////////////////////////////////////////////// | 
|---|
| [4885] | 632 | /** | 
|---|
 | 633 |  * Converts a String into an Action. | 
|---|
 | 634 |  * @param action the String input holding the Action. | 
|---|
 | 635 |  * @return The Action if known, WA_NONE otherwise. | 
|---|
 | 636 |  */ | 
|---|
| [7221] | 637 | WeaponAction Weapon::charToAction(const std::string& action) | 
|---|
| [4885] | 638 | { | 
|---|
| [7221] | 639 |   if (action == "none") | 
|---|
| [4885] | 640 |     return WA_NONE; | 
|---|
| [7221] | 641 |   else if (action == "shoot") | 
|---|
| [4885] | 642 |     return WA_SHOOT; | 
|---|
| [7221] | 643 |   else if (action == "charge") | 
|---|
| [4885] | 644 |     return WA_CHARGE; | 
|---|
| [7221] | 645 |   else if (action == "reload") | 
|---|
| [4885] | 646 |     return WA_RELOAD; | 
|---|
| [7221] | 647 |   else if (action == "acitvate") | 
|---|
| [4885] | 648 |     return WA_ACTIVATE; | 
|---|
| [7221] | 649 |   else if (action == "deactivate") | 
|---|
| [4885] | 650 |     return WA_DEACTIVATE; | 
|---|
| [7221] | 651 |   else if (action == "special1") | 
|---|
| [4885] | 652 |     return WA_SPECIAL1; | 
|---|
 | 653 |   else | 
|---|
| [6438] | 654 |   { | 
|---|
| [7221] | 655 |     PRINTF(2)("action %s could not be identified.\n", action.c_str()); | 
|---|
| [6438] | 656 |     return WA_NONE; | 
|---|
 | 657 |   } | 
|---|
| [4885] | 658 | } | 
|---|
| [3575] | 659 |  | 
|---|
 | 660 | /** | 
|---|
| [4885] | 661 |  * converts an action into a String | 
|---|
 | 662 |  * @param action the action to convert | 
|---|
 | 663 |  * @return a String matching the name of the action | 
|---|
 | 664 |  */ | 
|---|
 | 665 | const char* Weapon::actionToChar(WeaponAction action) | 
|---|
 | 666 | { | 
|---|
 | 667 |   switch (action) | 
|---|
 | 668 |   { | 
|---|
| [7350] | 669 |     case WA_SHOOT: | 
|---|
 | 670 |       return "shoot"; | 
|---|
 | 671 |       break; | 
|---|
 | 672 |     case WA_CHARGE: | 
|---|
 | 673 |       return "charge"; | 
|---|
 | 674 |       break; | 
|---|
 | 675 |     case WA_RELOAD: | 
|---|
 | 676 |       return "reload"; | 
|---|
 | 677 |       break; | 
|---|
 | 678 |     case WA_ACTIVATE: | 
|---|
 | 679 |       return "activate"; | 
|---|
 | 680 |       break; | 
|---|
 | 681 |     case WA_DEACTIVATE: | 
|---|
 | 682 |       return "deactivate"; | 
|---|
 | 683 |       break; | 
|---|
 | 684 |     case WA_SPECIAL1: | 
|---|
 | 685 |       return "special1"; | 
|---|
 | 686 |       break; | 
|---|
 | 687 |     default: | 
|---|
 | 688 |       return "none"; | 
|---|
 | 689 |       break; | 
|---|
| [4885] | 690 |   } | 
|---|
 | 691 | } | 
|---|
| [3577] | 692 |  | 
|---|
 | 693 | /** | 
|---|
| [4885] | 694 |  * Converts a String into a State. | 
|---|
 | 695 |  * @param state the String input holding the State. | 
|---|
 | 696 |  * @return The State if known, WS_NONE otherwise. | 
|---|
 | 697 |  */ | 
|---|
| [7221] | 698 | WeaponState Weapon::charToState(const std::string& state) | 
|---|
| [4885] | 699 | { | 
|---|
| [7221] | 700 |   if (state == "none") | 
|---|
| [4885] | 701 |     return WS_NONE; | 
|---|
| [7221] | 702 |   else if (state == "shooting") | 
|---|
| [4885] | 703 |     return WS_SHOOTING; | 
|---|
| [7221] | 704 |   else if (state == "charging") | 
|---|
| [4885] | 705 |     return WS_CHARGING; | 
|---|
| [7221] | 706 |   else if (state == "reloading") | 
|---|
| [4885] | 707 |     return WS_RELOADING; | 
|---|
| [7221] | 708 |   else if (state == "activating") | 
|---|
| [4885] | 709 |     return WS_ACTIVATING; | 
|---|
| [7221] | 710 |   else if (state == "deactivating") | 
|---|
| [4885] | 711 |     return WS_DEACTIVATING; | 
|---|
| [7221] | 712 |   else if (state == "inactive") | 
|---|
| [4885] | 713 |     return WS_INACTIVE; | 
|---|
| [7221] | 714 |   else if (state == "idle") | 
|---|
| [4885] | 715 |     return WS_IDLE; | 
|---|
 | 716 |   else | 
|---|
| [6438] | 717 |   { | 
|---|
| [7221] | 718 |     PRINTF(2)("state %s could not be identified.\n", state.c_str()); | 
|---|
| [6438] | 719 |     return WS_NONE; | 
|---|
 | 720 |   } | 
|---|
| [4885] | 721 | } | 
|---|
| [3583] | 722 |  | 
|---|
 | 723 | /** | 
|---|
| [4885] | 724 |  * converts a State into a String | 
|---|
 | 725 |  * @param state the state to convert | 
|---|
 | 726 |  * @return a String matching the name of the state | 
|---|
 | 727 |  */ | 
|---|
 | 728 | const char* Weapon::stateToChar(WeaponState state) | 
|---|
 | 729 | { | 
|---|
 | 730 |   switch (state) | 
|---|
 | 731 |   { | 
|---|
| [7350] | 732 |     case WS_SHOOTING: | 
|---|
 | 733 |       return "shooting"; | 
|---|
 | 734 |       break; | 
|---|
 | 735 |     case WS_CHARGING: | 
|---|
 | 736 |       return "charging"; | 
|---|
 | 737 |       break; | 
|---|
 | 738 |     case WS_RELOADING: | 
|---|
 | 739 |       return "reloading"; | 
|---|
 | 740 |       break; | 
|---|
 | 741 |     case WS_ACTIVATING: | 
|---|
 | 742 |       return "activating"; | 
|---|
 | 743 |       break; | 
|---|
 | 744 |     case WS_DEACTIVATING: | 
|---|
 | 745 |       return "deactivating"; | 
|---|
 | 746 |       break; | 
|---|
 | 747 |     case WS_IDLE: | 
|---|
 | 748 |       return "idle"; | 
|---|
 | 749 |       break; | 
|---|
 | 750 |     case WS_INACTIVE: | 
|---|
 | 751 |       return "inactive"; | 
|---|
 | 752 |       break; | 
|---|
 | 753 |     default: | 
|---|
 | 754 |       return "none"; | 
|---|
 | 755 |       break; | 
|---|
| [4885] | 756 |   } | 
|---|
 | 757 | } | 
|---|