| 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 | 
|---|
| 535 | /** | 
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| 536 |  * Converts a String into an Action. | 
|---|
| 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; | 
|---|
| 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; | 
|---|
| 560 |     } | 
|---|
| 561 | } | 
|---|
| 562 |  | 
|---|
| 563 | /** | 
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| 564 |  * converts an action into a String | 
|---|
| 565 |  * @param action the action to convert | 
|---|
| 566 |  * @return a String matching the name of the action | 
|---|
| 567 |  */ | 
|---|
| 568 | const char* Weapon::actionToChar(WeaponAction action) | 
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| 569 | { | 
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| 570 |   switch (action) | 
|---|
| 571 |   { | 
|---|
| 572 |     case WA_SHOOT: | 
|---|
| 573 |       return "shoot"; | 
|---|
| 574 |       break; | 
|---|
| 575 |     case WA_CHARGE: | 
|---|
| 576 |       return "charge"; | 
|---|
| 577 |       break; | 
|---|
| 578 |     case WA_RELOAD: | 
|---|
| 579 |       return "reload"; | 
|---|
| 580 |       break; | 
|---|
| 581 |     case WA_ACTIVATE: | 
|---|
| 582 |       return "activate"; | 
|---|
| 583 |       break; | 
|---|
| 584 |     case WA_DEACTIVATE: | 
|---|
| 585 |       return "deactivate"; | 
|---|
| 586 |       break; | 
|---|
| 587 |     case WA_SPECIAL1: | 
|---|
| 588 |       return "special1"; | 
|---|
| 589 |       break; | 
|---|
| 590 |     default: | 
|---|
| 591 |       return "none"; | 
|---|
| 592 |       break; | 
|---|
| 593 |   } | 
|---|
| 594 | } | 
|---|
| 595 |  | 
|---|
| 596 | /** | 
|---|
| 597 |  * Converts a String into a State. | 
|---|
| 598 |  * @param state the String input holding the State. | 
|---|
| 599 |  * @return The State if known, WS_NONE otherwise. | 
|---|
| 600 |  */ | 
|---|
| 601 | WeaponState Weapon::charToState(const char* state) | 
|---|
| 602 | { | 
|---|
| 603 |   if (!strcmp(state, "none")) | 
|---|
| 604 |     return WS_NONE; | 
|---|
| 605 |   else if (!strcmp(state, "shooting")) | 
|---|
| 606 |     return WS_SHOOTING; | 
|---|
| 607 |   else if (!strcmp(state, "charging")) | 
|---|
| 608 |     return WS_CHARGING; | 
|---|
| 609 |   else if (!strcmp(state, "reloading")) | 
|---|
| 610 |     return WS_RELOADING; | 
|---|
| 611 |   else if (!strcmp(state, "activating")) | 
|---|
| 612 |     return WS_ACTIVATING; | 
|---|
| 613 |   else if (!strcmp(state, "deactivating")) | 
|---|
| 614 |     return WS_DEACTIVATING; | 
|---|
| 615 |   else if (!strcmp(state, "inactive")) | 
|---|
| 616 |     return WS_INACTIVE; | 
|---|
| 617 |   else if (!strcmp(state, "idle")) | 
|---|
| 618 |     return WS_IDLE; | 
|---|
| 619 |   else | 
|---|
| 620 |     { | 
|---|
| 621 |       PRINTF(2)("state %s could not be identified.\n", state); | 
|---|
| 622 |       return WS_NONE; | 
|---|
| 623 |     } | 
|---|
| 624 | } | 
|---|
| 625 |  | 
|---|
| 626 | /** | 
|---|
| 627 |  * converts a State into a String | 
|---|
| 628 |  * @param state the state to convert | 
|---|
| 629 |  * @return a String matching the name of the state | 
|---|
| 630 |  */ | 
|---|
| 631 | const char* Weapon::stateToChar(WeaponState state) | 
|---|
| 632 | { | 
|---|
| 633 |   switch (state) | 
|---|
| 634 |   { | 
|---|
| 635 |     case WS_SHOOTING: | 
|---|
| 636 |       return "shooting"; | 
|---|
| 637 |       break; | 
|---|
| 638 |     case WS_CHARGING: | 
|---|
| 639 |       return "charging"; | 
|---|
| 640 |       break; | 
|---|
| 641 |     case WS_RELOADING: | 
|---|
| 642 |       return "reloading"; | 
|---|
| 643 |       break; | 
|---|
| 644 |     case WS_ACTIVATING: | 
|---|
| 645 |       return "activating"; | 
|---|
| 646 |       break; | 
|---|
| 647 |     case WS_DEACTIVATING: | 
|---|
| 648 |       return "deactivating"; | 
|---|
| 649 |       break; | 
|---|
| 650 |     case WS_IDLE: | 
|---|
| 651 |       return "idle"; | 
|---|
| 652 |       break; | 
|---|
| 653 |     case WS_INACTIVE: | 
|---|
| 654 |       return "inactive"; | 
|---|
| 655 |       break; | 
|---|
| 656 |     default: | 
|---|
| 657 |       return "none"; | 
|---|
| 658 |       break; | 
|---|
| 659 |   } | 
|---|
| 660 | } | 
|---|