| 1 | |
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| 2 | /* |
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| 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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| 12 | ### File Specific |
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| 13 | main-programmer: Patrick Boenzli |
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| 14 | co-programmer: Benjamin Grauer |
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| 15 | |
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| 16 | 2005-07-15: Benjamin Grauer: restructurating the entire Class |
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| 17 | */ |
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| 18 | |
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| 19 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
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| 20 | |
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| 21 | #include "weapon.h" |
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| 22 | |
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| 23 | #include "projectile.h" |
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| 24 | |
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| 25 | #include "resource_manager.h" |
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| 26 | #include "class_list.h" |
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| 27 | #include "load_param.h" |
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| 28 | #include "state.h" |
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| 29 | #include "sound_engine.h" |
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| 30 | #include "animation3d.h" |
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| 31 | #include "vector.h" |
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| 32 | |
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| 33 | //////////////////// |
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| 34 | // INITAILISATION // |
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| 35 | // SETTING VALUES // |
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| 36 | //////////////////// |
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| 37 | /** |
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| 38 | * standard constructor |
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| 39 | * |
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| 40 | * creates a new weapon |
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| 41 | */ |
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| 42 | Weapon::Weapon (WeaponManager* weaponManager) |
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| 43 | { |
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| 44 | this->init(); |
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| 45 | this->setWeaponManager(weaponManager); |
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| 46 | } |
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| 47 | |
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| 48 | /** |
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| 49 | * standard deconstructor |
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| 50 | */ |
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| 51 | Weapon::~Weapon () |
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| 52 | { |
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| 53 | for (int i = 0; i < WS_STATE_COUNT; i++) |
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| 54 | if (this->animation[i] && ClassList::exists(animation[i], CL_ANIMATION)) //!< @todo this should check animation3D |
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| 55 | delete this->animation[i]; |
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| 56 | for (int i = 0; i < WA_ACTION_COUNT; i++) |
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| 57 | if (this->soundBuffers[i]) |
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| 58 | ResourceManager::getInstance()->unload(this->soundBuffers[i]); |
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| 59 | |
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| 60 | if (ClassList::exists(this->soundSource, CL_SOUND_SOURCE)) |
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| 61 | delete this->soundSource; |
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| 62 | } |
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| 63 | |
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| 64 | /** |
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| 65 | * initializes the Weapon with ALL default values |
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| 66 | */ |
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| 67 | void Weapon::init() |
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| 68 | { |
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| 69 | this->currentState = WS_INACTIVE; |
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| 70 | this->requestedAction = WA_NONE; |
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| 71 | this->stateDuration = 0.0; |
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| 72 | for (int i = 0; i < WS_STATE_COUNT; i++) |
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| 73 | { |
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| 74 | this->times[i] = 0.0; |
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| 75 | this->animation[i] = NULL; |
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| 76 | } |
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| 77 | for (int i = 0; i < WA_ACTION_COUNT; i++) |
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| 78 | this->soundBuffers[i] = NULL; |
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| 79 | |
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| 80 | this->soundSource = new SoundSource(this); |
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| 81 | this->emissionPoint.setParent(this); |
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| 82 | |
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| 83 | this->projectile = CL_NULL; |
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| 84 | this->projectileFactory = NULL; |
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| 85 | |
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| 86 | this->hideInactive = true; |
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| 87 | |
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| 88 | this->minCharge = 1.0; |
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| 89 | this->maxCharge = 1.0; |
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| 90 | |
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| 91 | this->energyLoaded = .0; |
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| 92 | this->energyLoadedMax = 5.0; |
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| 93 | this->energy = .0; |
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| 94 | this->energyMax = 10.0; |
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| 95 | |
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| 96 | this->setWeaponManager(NULL); |
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| 97 | } |
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| 98 | |
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| 99 | void Weapon::loadParams(const TiXmlElement* root) |
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| 100 | { |
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| 101 | static_cast<WorldEntity*>(this)->loadParams(root); |
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| 102 | |
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| 103 | LoadParam<Weapon>(root, "projectile", this, &Weapon::setProjectile) |
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| 104 | .describe("Sets the name of the Projectile to load onto the Entity"); |
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| 105 | |
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| 106 | LoadParam<Weapon>(root, "emission-point", this, &Weapon::setEmissionPoint) |
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| 107 | .describe("Sets the Point of emission of this weapon"); |
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| 108 | |
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| 109 | LoadParam<Weapon>(root, "state-duration", this, &Weapon::setStateDuration) |
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| 110 | .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)"); |
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| 111 | |
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| 112 | LoadParam<Weapon>(root, "action-sound", this, &Weapon::setActionSound) |
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| 113 | .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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| 114 | } |
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| 115 | |
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| 116 | /** |
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| 117 | * sets the Projectile to use for this weapon. |
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| 118 | * @param projectile The ID of the Projectile to use |
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| 119 | * @returns true, if it was sucessfull, false on error |
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| 120 | * |
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| 121 | * be aware, that this function does not create Factories, as this is job of Bullet-classes. |
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| 122 | */ |
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| 123 | void Weapon::setProjectile(ClassID projectile) |
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| 124 | { |
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| 125 | if (projectile == CL_NULL) |
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| 126 | return; |
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| 127 | this->projectile = projectile; |
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| 128 | this->projectileFactory = FastFactory::searchFastFactory(projectile); |
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| 129 | if (this->projectileFactory == NULL) |
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| 130 | { |
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| 131 | PRINTF(1)("unable to find FastFactory for the Projectile.\n"); |
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| 132 | return; |
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| 133 | } |
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| 134 | else |
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| 135 | { |
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| 136 | // grabbing Parameters from the Projectile to have them at hand here. |
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| 137 | Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); |
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| 138 | this->minCharge = pj->getEnergyMin(); |
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| 139 | this->maxCharge = pj->getEnergyMax(); |
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| 140 | this->chargeable = pj->isChageable(); |
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| 141 | this->projectileFactory->kill(pj); |
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| 142 | } |
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| 143 | } |
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| 144 | |
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| 145 | /** |
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| 146 | * @see bool Weapon::setProjectile(ClassID projectile) |
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| 147 | * @param projectile the Name of the Projectile. |
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| 148 | */ |
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| 149 | void Weapon::setProjectile(const char* projectile) |
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| 150 | { |
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| 151 | if (projectile == NULL) |
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| 152 | return; |
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| 153 | FastFactory* tmpFac = FastFactory::searchFastFactory(projectile); |
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| 154 | if (tmpFac != NULL) |
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| 155 | { |
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| 156 | this->setProjectile(tmpFac->getStoredID()); |
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| 157 | } |
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| 158 | else |
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| 159 | { |
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| 160 | PRINTF(2)("Projectile %s does not exist for weapon %s\n", projectile, this->getName()); |
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| 161 | } |
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| 162 | } |
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| 163 | |
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| 164 | /** |
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| 165 | * sets the emissionPoint's relative position from the Weapon |
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| 166 | * @param point the Point relative to the mass-point of the Weapon |
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| 167 | */ |
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| 168 | void Weapon::setEmissionPoint(const Vector& point) |
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| 169 | { |
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| 170 | this->emissionPoint.setRelCoor(point); |
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| 171 | } |
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| 172 | |
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| 173 | /** |
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| 174 | * assigns a Sound-file to an action |
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| 175 | * @param action the action the sound should be assigned too |
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| 176 | * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager) |
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| 177 | */ |
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| 178 | void Weapon::setActionSound(WeaponAction action, const char* soundFile) |
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| 179 | { |
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| 180 | if (action >= WA_ACTION_COUNT) |
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| 181 | return; |
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| 182 | if (this->soundBuffers[action] != NULL) |
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| 183 | ResourceManager::getInstance()->unload(this->soundBuffers[action]); |
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| 184 | |
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| 185 | else if (soundFile != NULL) |
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| 186 | { |
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| 187 | this->soundBuffers[action] = (SoundBuffer*)ResourceManager::getInstance()->load(soundFile, WAV); |
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| 188 | if (this->soundBuffers[action] != NULL) |
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| 189 | { |
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| 190 | PRINTF(4)("Loaded sound %s to action %s.\n", soundFile, actionToChar(action)); |
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| 191 | } |
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| 192 | else |
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| 193 | { |
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| 194 | PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile, actionToChar(action)); |
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| 195 | } |
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| 196 | } |
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| 197 | else |
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| 198 | this->soundBuffers[action] = NULL; |
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| 199 | } |
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| 200 | |
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| 201 | /** |
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| 202 | * creates/returns an Animation3D for a certain State. |
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| 203 | * @param state what State should the Animation be created/returned for |
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| 204 | * @param node the node this Animation should apply to. (NULL is fine if the animation was already created) |
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| 205 | * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist). |
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| 206 | * |
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| 207 | * This function does only generate the Animation Object, and if set it will |
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| 208 | * automatically be executed, when a certain State is reached. |
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| 209 | * What this does not do, is set keyframes, you have to operate on the returned animation. |
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| 210 | */ |
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| 211 | Animation3D* Weapon::getAnimation(WeaponState state, PNode* node) |
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| 212 | { |
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| 213 | if (state >= WS_STATE_COUNT) // if the state is not known |
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| 214 | return NULL; |
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| 215 | |
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| 216 | if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it. |
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| 217 | { |
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| 218 | if (likely(node != NULL)) |
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| 219 | return this->animation[state] = new Animation3D(node); |
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| 220 | else |
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| 221 | { |
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| 222 | PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state)); |
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| 223 | return NULL; |
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| 224 | } |
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| 225 | } |
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| 226 | else |
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| 227 | return this->animation[state]; |
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| 228 | } |
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| 229 | |
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| 230 | ///////////////// |
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| 231 | // EXECUTION // |
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| 232 | // GAME ACTION // |
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| 233 | ///////////////// |
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| 234 | /** |
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| 235 | * request an action that should be executed, |
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| 236 | * @param action the next action to take |
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| 237 | * |
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| 238 | * This function must be called instead of the actions (like fire/reload...) |
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| 239 | * to make all the checks needed to have a usefull WeaponSystem. |
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| 240 | */ |
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| 241 | void Weapon::requestAction(WeaponAction action) |
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| 242 | { |
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| 243 | if (likely(this->isActive())) |
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| 244 | { |
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| 245 | if (this->requestedAction != WA_NONE) |
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| 246 | return; |
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| 247 | PRINTF(5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration); |
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| 248 | this->requestedAction = action; |
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| 249 | } |
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| 250 | //else |
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| 251 | else if (unlikely(action == WA_ACTIVATE)) |
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| 252 | { |
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| 253 | this->currentState = WS_ACTIVATING; |
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| 254 | this->requestedAction = WA_ACTIVATE; |
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| 255 | } |
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| 256 | } |
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| 257 | |
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| 258 | /** |
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| 259 | * adds energy to the Weapon |
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| 260 | * @param energyToAdd The amount of energy |
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| 261 | * @returns the amount of energy we did not pick up, because the weapon is already full |
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| 262 | */ |
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| 263 | float Weapon::increaseEnergy(float energyToAdd) |
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| 264 | { |
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| 265 | float maxAddEnergy = this->energyMax - this->energy; |
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| 266 | |
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| 267 | if (maxAddEnergy >= energyToAdd) |
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| 268 | { |
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| 269 | this->energy += energyToAdd; |
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| 270 | return 0.0; |
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| 271 | } |
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| 272 | else |
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| 273 | { |
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| 274 | this->energy += maxAddEnergy; |
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| 275 | return energyToAdd - maxAddEnergy; |
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| 276 | } |
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| 277 | } |
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| 278 | |
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| 279 | ////////////////////// |
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| 280 | // WEAPON INTERNALS // |
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| 281 | ////////////////////// |
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| 282 | /** |
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| 283 | * executes an action, and with it starts a new State. |
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| 284 | * @return true, if it worked, false otherwise |
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| 285 | * |
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| 286 | * This function checks, wheter the possibility of executing an action is valid, |
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| 287 | * and does all the necessary stuff, to execute them. If an action does not succeed, |
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| 288 | * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again) |
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| 289 | */ |
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| 290 | bool Weapon::execute() |
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| 291 | { |
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| 292 | #if DEBUG > 4 |
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| 293 | PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction)); |
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| 294 | this->debug(); |
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| 295 | #endif |
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| 296 | |
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| 297 | WeaponAction action = this->requestedAction; |
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| 298 | this->requestedAction = WA_NONE; |
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| 299 | |
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| 300 | switch (action) |
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| 301 | { |
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| 302 | case WA_SHOOT: |
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| 303 | return this->fireW(); |
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| 304 | break; |
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| 305 | case WA_CHARGE: |
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| 306 | return this->chargeW(); |
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| 307 | break; |
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| 308 | case WA_RELOAD: |
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| 309 | return this->reloadW(); |
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| 310 | break; |
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| 311 | case WA_DEACTIVATE: |
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| 312 | return this->deactivateW(); |
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| 313 | break; |
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| 314 | case WA_ACTIVATE: |
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| 315 | return this->activateW(); |
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| 316 | break; |
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| 317 | } |
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| 318 | } |
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| 319 | |
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| 320 | /** |
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| 321 | * checks and activates the Weapon. |
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| 322 | * @return true on success. |
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| 323 | */ |
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| 324 | bool Weapon::activateW() |
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| 325 | { |
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| 326 | // if (this->currentState == WS_INACTIVE) |
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| 327 | { |
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| 328 | // play Sound |
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| 329 | if (likely(this->soundBuffers[WA_ACTIVATE] != NULL)) |
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| 330 | this->soundSource->play(this->soundBuffers[WA_ACTIVATE]); |
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| 331 | // activate |
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| 332 | PRINTF(4)("Activating the Weapon %s\n", this->getName()); |
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| 333 | this->activate(); |
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| 334 | // setting up for next action |
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| 335 | this->enterState(WS_ACTIVATING); |
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| 336 | } |
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| 337 | } |
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| 338 | |
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| 339 | /** |
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| 340 | * checks and deactivates the Weapon |
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| 341 | * @return true on success. |
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| 342 | */ |
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| 343 | bool Weapon::deactivateW() |
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| 344 | { |
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| 345 | // if (this->currentState != WS_INACTIVE) |
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| 346 | { |
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| 347 | PRINTF(4)("Deactivating the Weapon %s\n", this->getName()); |
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| 348 | // play Sound |
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| 349 | if (this->soundBuffers[WA_DEACTIVATE] != NULL) |
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| 350 | this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]); |
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| 351 | // deactivate |
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| 352 | this->deactivate(); |
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| 353 | this->enterState(WS_DEACTIVATING); |
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| 354 | } |
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| 355 | } |
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| 356 | |
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| 357 | /** |
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| 358 | * checks and charges the Weapon |
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| 359 | * @return true on success. |
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| 360 | */ |
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| 361 | bool Weapon::chargeW() |
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| 362 | { |
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| 363 | if ( this->currentState != WS_INACTIVE && this->energyLoaded >= this->minCharge) |
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| 364 | { |
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| 365 | // playing Sound |
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| 366 | if (this->soundBuffers[WA_CHARGE] != NULL) |
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| 367 | this->soundSource->play(this->soundBuffers[WA_CHARGE]); |
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| 368 | |
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| 369 | // charge |
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| 370 | this->charge(); |
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| 371 | // setting up for the next state |
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| 372 | this->enterState(WS_CHARGING); |
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| 373 | } |
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| 374 | else // deactivate the Weapon if we do not have enough energy |
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| 375 | { |
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| 376 | this->requestAction(WA_RELOAD); |
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| 377 | } |
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| 378 | } |
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| 379 | |
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| 380 | /** |
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| 381 | * checks and fires the Weapon |
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| 382 | * @return true on success. |
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| 383 | */ |
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| 384 | bool Weapon::fireW() |
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| 385 | { |
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| 386 | //if (likely(this->currentState != WS_INACTIVE)) |
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| 387 | if (this->minCharge <= this->energyLoaded) |
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| 388 | { |
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| 389 | // playing Sound |
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| 390 | if (this->soundBuffers[WA_SHOOT] != NULL) |
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| 391 | this->soundSource->play(this->soundBuffers[WA_SHOOT]); |
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| 392 | // fire |
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| 393 | this->fire(); |
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| 394 | this->energyLoaded -= this->minCharge; |
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| 395 | // setting up for the next state |
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| 396 | this->enterState(WS_SHOOTING); |
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| 397 | } |
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| 398 | else // reload if we still have the charge |
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| 399 | { |
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| 400 | this->requestAction(WA_RELOAD); |
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| 401 | this->execute(); |
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| 402 | } |
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| 403 | } |
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| 404 | |
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| 405 | /** |
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| 406 | * checks and Reloads the Weapon |
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| 407 | * @return true on success. |
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| 408 | */ |
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| 409 | bool Weapon::reloadW() |
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| 410 | { |
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| 411 | PRINTF(4)("Reloading Weapon %s\n", this->getName()); |
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| 412 | if (unlikely(this->energy + this->energyLoaded < this->minCharge)) |
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| 413 | { |
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| 414 | this->requestAction(WA_DEACTIVATE); |
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| 415 | this->execute(); |
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| 416 | return false; |
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| 417 | } |
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| 418 | |
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| 419 | float chargeSize = this->energyLoadedMax - this->energyLoaded; //!< The energy to be charged |
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| 420 | |
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| 421 | if (this->soundBuffers[WA_RELOAD] != NULL) |
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| 422 | this->soundSource->play(this->soundBuffers[WA_RELOAD]); |
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| 423 | |
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| 424 | if (chargeSize > this->energy) |
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| 425 | { |
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| 426 | this->energyLoaded += this->energy; |
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| 427 | this->energy = 0.0; |
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| 428 | PRINT(5)("Energy depleted\n"); |
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| 429 | } |
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| 430 | else |
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| 431 | { |
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| 432 | PRINTF(5)("Loaded %f energy into the Guns Buffer\n", chargeSize); |
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| 433 | this->energyLoaded += chargeSize; |
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| 434 | this->energy -= chargeSize; |
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| 435 | } |
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| 436 | this->reload(); |
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| 437 | this->enterState(WS_RELOADING); |
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| 438 | } |
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| 439 | |
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| 440 | /** |
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| 441 | * enters the requested State, plays back animations updates the timing. |
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| 442 | * @param state the state to enter. |
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| 443 | */ |
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| 444 | inline void Weapon::enterState(WeaponState state) |
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| 445 | { |
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| 446 | PRINTF(4)("ENTERING STATE %s\n", stateToChar(state)); |
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| 447 | // playing animation if availiable |
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| 448 | if (likely(this->animation[state] != NULL)) |
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| 449 | this->animation[state]->replay(); |
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| 450 | |
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| 451 | this->stateDuration = this->times[state] + this->stateDuration; |
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| 452 | this->currentState = state; |
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| 453 | } |
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| 454 | |
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| 455 | /////////////////// |
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| 456 | // WORLD-ENTITY // |
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| 457 | // FUNCTIONALITY // |
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| 458 | /////////////////// |
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| 459 | /** |
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| 460 | * tick signal for time dependent/driven stuff |
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| 461 | */ |
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| 462 | void Weapon::tickW(float dt) |
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| 463 | { |
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| 464 | //printf("%s ", stateToChar(this->currentState)); |
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| 465 | |
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| 466 | // setting up the timing properties |
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| 467 | this->stateDuration -= dt; |
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| 468 | |
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| 469 | if (this->stateDuration <= 0.0) |
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| 470 | { |
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| 471 | if (unlikely (this->currentState == WS_DEACTIVATING)) |
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| 472 | { |
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| 473 | this->currentState = WS_INACTIVE; |
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| 474 | return; |
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| 475 | } |
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| 476 | else |
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| 477 | this->currentState = WS_IDLE; |
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| 478 | |
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| 479 | if (this->requestedAction != WA_NONE) |
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| 480 | { |
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| 481 | this->stateDuration = -dt; |
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| 482 | this->execute(); |
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| 483 | } |
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| 484 | } |
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| 485 | tick(dt); |
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| 486 | } |
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| 487 | |
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| 488 | /** |
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| 489 | * this will draw the weapon |
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| 490 | */ |
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| 491 | void Weapon::draw () |
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| 492 | {} |
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| 493 | |
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| 494 | |
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| 495 | |
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| 496 | |
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| 497 | |
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| 498 | ////////////////////// |
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| 499 | // HELPER FUNCTIONS // |
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| 500 | ////////////////////// |
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| 501 | /** |
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| 502 | * checks wether all the Weapons functions are valid, and if it is possible to go to action with it. |
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| 503 | * |
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| 504 | */ |
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| 505 | bool Weapon::check() const |
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| 506 | { |
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| 507 | bool retVal = true; |
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| 508 | |
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| 509 | // if (this->projectile == NULL) |
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| 510 | { |
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| 511 | PRINTF(1)("There was no projectile assigned to the Weapon.\n"); |
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| 512 | retVal = false; |
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| 513 | } |
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| 514 | |
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| 515 | |
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| 516 | |
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| 517 | |
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| 518 | return retVal; |
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| 519 | } |
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| 520 | |
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| 521 | /** |
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| 522 | * some nice debugging information about this Weapon |
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| 523 | */ |
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| 524 | void Weapon::debug() const |
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| 525 | { |
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| 526 | PRINT(3)("Weapon-Debug %s, state: %s, nextAction: %s\n", this->getName(), Weapon::stateToChar(this->currentState), Weapon::actionToChar(requestedAction)); |
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| 527 | PRINT(3)("Energy: max: %f; current: %f; loadedMax: %f; loadedCurrent: %f; chargeMin: %f, chargeMax %f\n", |
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| 528 | this->energyMax, this->energy, this->energyLoadedMax, this->energyLoaded, this->minCharge, this->maxCharge); |
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| 529 | |
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| 530 | |
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| 531 | } |
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| 532 | |
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| 533 | |
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| 534 | // static |
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| 535 | /** |
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| 536 | * Converts a String into an Action. |
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| 537 | * @param action the String input holding the Action. |
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| 538 | * @return The Action if known, WA_NONE otherwise. |
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| 539 | */ |
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| 540 | WeaponAction Weapon::charToAction(const char* action) |
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| 541 | { |
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| 542 | if (!strcmp(action, "none")) |
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| 543 | return WA_NONE; |
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| 544 | else if (!strcmp(action, "shoot")) |
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| 545 | return WA_SHOOT; |
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| 546 | else if (!strcmp(action, "charge")) |
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| 547 | return WA_CHARGE; |
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| 548 | else if (!strcmp(action, "reload")) |
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| 549 | return WA_RELOAD; |
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| 550 | else if (!strcmp(action, "acitvate")) |
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| 551 | return WA_ACTIVATE; |
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| 552 | else if (!strcmp(action, "deactivate")) |
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| 553 | return WA_DEACTIVATE; |
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| 554 | else if (!strcmp(action, "special1")) |
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| 555 | return WA_SPECIAL1; |
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| 556 | else |
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| 557 | { |
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| 558 | PRINTF(2)("action %s could not be identified.\n", action); |
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| 559 | return WA_NONE; |
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| 560 | } |
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| 561 | } |
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| 562 | |
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| 563 | /** |
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| 564 | * converts an action into a String |
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| 565 | * @param action the action to convert |
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| 566 | * @return a String matching the name of the action |
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| 567 | */ |
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| 568 | const char* Weapon::actionToChar(WeaponAction action) |
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| 569 | { |
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| 570 | switch (action) |
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| 571 | { |
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| 572 | case WA_SHOOT: |
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| 573 | return "shoot"; |
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| 574 | break; |
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| 575 | case WA_CHARGE: |
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| 576 | return "charge"; |
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| 577 | break; |
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| 578 | case WA_RELOAD: |
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| 579 | return "reload"; |
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| 580 | break; |
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| 581 | case WA_ACTIVATE: |
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| 582 | return "activate"; |
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| 583 | break; |
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| 584 | case WA_DEACTIVATE: |
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| 585 | return "deactivate"; |
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| 586 | break; |
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| 587 | case WA_SPECIAL1: |
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| 588 | return "special1"; |
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| 589 | break; |
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| 590 | default: |
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| 591 | return "none"; |
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| 592 | break; |
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| 593 | } |
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| 594 | } |
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| 595 | |
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| 596 | /** |
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| 597 | * Converts a String into a State. |
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| 598 | * @param state the String input holding the State. |
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| 599 | * @return The State if known, WS_NONE otherwise. |
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| 600 | */ |
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| 601 | WeaponState Weapon::charToState(const char* state) |
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| 602 | { |
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| 603 | if (!strcmp(state, "none")) |
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| 604 | return WS_NONE; |
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| 605 | else if (!strcmp(state, "shooting")) |
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| 606 | return WS_SHOOTING; |
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| 607 | else if (!strcmp(state, "charging")) |
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| 608 | return WS_CHARGING; |
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| 609 | else if (!strcmp(state, "reloading")) |
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| 610 | return WS_RELOADING; |
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| 611 | else if (!strcmp(state, "activating")) |
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| 612 | return WS_ACTIVATING; |
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| 613 | else if (!strcmp(state, "deactivating")) |
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| 614 | return WS_DEACTIVATING; |
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| 615 | else if (!strcmp(state, "inactive")) |
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| 616 | return WS_INACTIVE; |
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| 617 | else if (!strcmp(state, "idle")) |
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| 618 | return WS_IDLE; |
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| 619 | else |
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| 620 | { |
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| 621 | PRINTF(2)("state %s could not be identified.\n", state); |
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| 622 | return WS_NONE; |
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| 623 | } |
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| 624 | } |
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| 625 | |
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| 626 | /** |
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| 627 | * converts a State into a String |
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| 628 | * @param state the state to convert |
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| 629 | * @return a String matching the name of the state |
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| 630 | */ |
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| 631 | const char* Weapon::stateToChar(WeaponState state) |
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| 632 | { |
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| 633 | switch (state) |
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| 634 | { |
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| 635 | case WS_SHOOTING: |
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| 636 | return "shooting"; |
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| 637 | break; |
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| 638 | case WS_CHARGING: |
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| 639 | return "charging"; |
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| 640 | break; |
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| 641 | case WS_RELOADING: |
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| 642 | return "reloading"; |
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| 643 | break; |
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| 644 | case WS_ACTIVATING: |
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| 645 | return "activating"; |
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| 646 | break; |
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| 647 | case WS_DEACTIVATING: |
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| 648 | return "deactivating"; |
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| 649 | break; |
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| 650 | case WS_IDLE: |
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| 651 | return "idle"; |
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| 652 | break; |
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| 653 | case WS_INACTIVE: |
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| 654 | return "inactive"; |
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| 655 | break; |
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| 656 | default: |
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| 657 | return "none"; |
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| 658 | break; |
|---|
| 659 | } |
|---|
| 660 | } |
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