| 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 "fast_factory.h" | 
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| 24 | #include "projectile.h" | 
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| 25 |  | 
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| 26 | #include "resource_manager.h" | 
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| 27 | #include "class_list.h" | 
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| 28 | #include "load_param.h" | 
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| 29 | #include "state.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 | #include "sound_source.h" | 
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| 34 | #include "sound_buffer.h" | 
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| 35 |  | 
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| 36 | //////////////////// | 
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| 37 | // INITAILISATION // | 
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| 38 | // SETTING VALUES // | 
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| 39 | //////////////////// | 
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| 40 | /** | 
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| 41 |  * standard constructor | 
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| 42 |  * | 
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| 43 |  * creates a new weapon | 
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| 44 | */ | 
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| 45 | Weapon::Weapon () | 
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| 46 | { | 
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| 47 |   this->init(); | 
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| 48 | } | 
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| 49 |  | 
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| 50 | /** | 
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| 51 |  * standard deconstructor | 
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| 52 | */ | 
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| 53 | Weapon::~Weapon () | 
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| 54 | { | 
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| 55 |   for (int i = 0; i < WS_STATE_COUNT; i++) | 
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| 56 |     if (this->animation[i] && ClassList::exists(animation[i], CL_ANIMATION))  //!< @todo this should check animation3D | 
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| 57 |       delete this->animation[i]; | 
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| 58 |   for (int i = 0; i < WA_ACTION_COUNT; i++) | 
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| 59 |     if (this->soundBuffers[i] != NULL && ClassList::exists(this->soundBuffers[i], CL_SOUND_BUFFER)) | 
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| 60 |       ResourceManager::getInstance()->unload(this->soundBuffers[i]); | 
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| 61 |  | 
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| 62 |   if (ClassList::exists(this->soundSource, CL_SOUND_SOURCE)) | 
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| 63 |     delete this->soundSource; | 
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| 64 | } | 
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| 65 |  | 
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| 66 | /** | 
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| 67 |  * initializes the Weapon with ALL default values | 
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| 68 |  * | 
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| 69 |  * This Sets the default values of the Weapon | 
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| 70 |  */ | 
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| 71 | void Weapon::init() | 
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| 72 | { | 
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| 73 |   this->currentState     = WS_INACTIVE;            //< Normaly the Weapon is Inactive | 
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| 74 |   this->requestedAction  = WA_NONE;                //< No action is requested by default | 
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| 75 |   this->stateDuration    = 0.0;                    //< All the States have zero duration | 
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| 76 |   for (int i = 0; i < WS_STATE_COUNT; i++)         //< Every State has: | 
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| 77 |     { | 
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| 78 |       this->times[i] = 0.0;                        //< An infinitesimal duration | 
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| 79 |       this->animation[i] = NULL;                   //< No animation | 
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| 80 |     } | 
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| 81 |   for (int i = 0; i < WA_ACTION_COUNT; i++) | 
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| 82 |     this->soundBuffers[i] = NULL;                  //< No Sounds | 
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| 83 |  | 
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| 84 |   this->soundSource = new SoundSource(this);       //< Every Weapon has exacty one SoundSource. | 
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| 85 |   this->emissionPoint.setParent(this);             //< One EmissionPoint, that is a PNode connected to the weapon. You can set this to the exitting point of the Projectiles | 
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| 86 |  | 
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| 87 |   this->projectile = CL_NULL;                      //< No Projectile Class is Connected to this weapon | 
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| 88 |   this->projectileFactory = NULL;                  //< No Factory generating Projectiles is selected. | 
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| 89 |  | 
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| 90 |   this->hideInactive = true;                       //< The Weapon will be hidden if it is inactive (by default) | 
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| 91 |  | 
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| 92 |   this->minCharge = 1.0;                           //< The minimum charge the Weapon can hold is 1 unit. | 
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| 93 |   this->maxCharge = 1.0;                           //< The maximum charge is also one unit. | 
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| 94 |  | 
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| 95 |   this->energyLoaded = .0;                         //< How much energy is loaded in the Gun. (Weapons must be charged befor usage) | 
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| 96 |   this->energyLoadedMax = 5.0;                     //< Each Weapon has a Maximum energy that can be charged onto it | 
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| 97 |   this->energy = .0;                               //< The secondary Buffer (before we have to reload) | 
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| 98 |   this->energyMax = 10.0;                          //< How much energy can be carried | 
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| 99 |   this->capability = WTYPE_ALL;                    //< The Weapon has all capabilities @see W_Capability. | 
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| 100 | } | 
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| 101 |  | 
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| 102 | /** | 
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| 103 |  * loads the Parameters of a Weapon | 
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| 104 |  * @param root the XML-Element to load the Weapons settings from | 
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| 105 |  */ | 
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| 106 | void Weapon::loadParams(const TiXmlElement* root) | 
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| 107 | { | 
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| 108 |   static_cast<WorldEntity*>(this)->loadParams(root); | 
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| 109 |  | 
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| 110 |   LoadParam(root, "projectile", this, Weapon, setProjectileType) | 
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| 111 |       .describe("Sets the name of the Projectile to load onto the Entity"); | 
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| 112 |  | 
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| 113 |   LoadParam(root, "emission-point", this, Weapon, setEmissionPoint) | 
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| 114 |       .describe("Sets the Point of emission of this weapon"); | 
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| 115 |  | 
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| 116 |   LoadParam(root, "state-duration", this, Weapon, setStateDuration) | 
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| 117 |       .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)"); | 
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| 118 |  | 
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| 119 |   LoadParam(root, "action-sound", this, Weapon, setActionSound) | 
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| 120 |       .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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| 121 | } | 
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| 122 |  | 
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| 123 | /** | 
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| 124 |  * sets the Projectile to use for this weapon. | 
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| 125 |  * @param projectile The ID of the Projectile to use | 
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| 126 |  * @returns true, if it was sucessfull, false on error | 
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| 127 |  * | 
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| 128 |  * be aware, that this function does not create Factories, as this is job of Projecitle/Bullet-classes. | 
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| 129 |  * What it does, is telling the Weapon what Projectiles it can Emit. | 
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| 130 |  */ | 
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| 131 | void Weapon::setProjectileType(ClassID projectile) | 
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| 132 | { | 
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| 133 |   if (projectile == CL_NULL) | 
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| 134 |     return; | 
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| 135 |   this->projectile = projectile; | 
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| 136 |   this->projectileFactory = FastFactory::searchFastFactory(projectile); | 
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| 137 |   if (this->projectileFactory == NULL) | 
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| 138 |   { | 
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| 139 |     PRINTF(1)("unable to find FastFactory for the Projectile.\n"); | 
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| 140 |     return; | 
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| 141 |   } | 
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| 142 |   else | 
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| 143 |   { | 
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| 144 |     // grabbing Parameters from the Projectile to have them at hand here. | 
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| 145 |     Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); | 
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| 146 |     this->minCharge = pj->getEnergyMin(); | 
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| 147 |     this->maxCharge = pj->getEnergyMax(); | 
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| 148 |     this->chargeable = pj->isChageable(); | 
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| 149 |     this->projectileFactory->kill(pj); | 
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| 150 |   } | 
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| 151 | } | 
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| 152 |  | 
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| 153 | /** | 
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| 154 |  * @see bool Weapon::setProjectile(ClassID projectile) | 
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| 155 |  * @param projectile the Name of the Projectile. | 
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| 156 |  */ | 
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| 157 | void Weapon::setProjectileType(const char* projectile) | 
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| 158 | { | 
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| 159 |   if (projectile == NULL) | 
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| 160 |     return; | 
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| 161 |   FastFactory* tmpFac = FastFactory::searchFastFactory(projectile); | 
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| 162 |   if (tmpFac != NULL) | 
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| 163 |   { | 
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| 164 |     this->setProjectileType(tmpFac->getStoredID()); | 
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| 165 |   } | 
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| 166 |   else | 
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| 167 |   { | 
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| 168 |     PRINTF(1)("Projectile %s does not exist for weapon %s\n", projectile, this->getName()); | 
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| 169 |   } | 
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| 170 | } | 
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| 171 |  | 
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| 172 | /** | 
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| 173 |  * prepares Projectiles of the Weapon | 
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| 174 |  * @param count how many Projectiles to create (they will be stored in the ProjectileFactory) | 
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| 175 |  */ | 
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| 176 | void Weapon::prepareProjectiles(unsigned int count) | 
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| 177 | { | 
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| 178 |   if (likely(this->projectileFactory != NULL)) | 
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| 179 |     projectileFactory->prepare(count); | 
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| 180 |   else | 
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| 181 |     PRINTF(2)("unable to create %d projectile for Weapon %s (%s)\n", count, this->getName(), this->getClassName()); | 
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| 182 | } | 
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| 183 |  | 
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| 184 | /** | 
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| 185 |  * resurects and returns a Projectile | 
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| 186 |  * @returns a Projectile on success, NULL on error | 
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| 187 |  * | 
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| 188 |  * errors: 1. (ProjectileFastFactory not Found) | 
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| 189 |  *         2. No more Projectiles availiable. | 
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| 190 |  */ | 
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| 191 | Projectile* Weapon::getProjectile() | 
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| 192 | { | 
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| 193 |   if (likely (this->projectileFactory != NULL)) | 
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| 194 |     return dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); | 
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| 195 |   else | 
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| 196 |   { | 
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| 197 |     PRINTF(2)("No projectile defined for Weapon %s(%s) can't return any\n", this->getName(), this->getClassName()); | 
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| 198 |     return NULL; | 
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| 199 |   } | 
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| 200 | } | 
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| 201 |  | 
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| 202 |  | 
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| 203 | /** | 
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| 204 |  * sets the emissionPoint's relative position from the Weapon | 
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| 205 |  * @param point the Point relative to the mass-point of the Weapon | 
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| 206 |  */ | 
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| 207 | void Weapon::setEmissionPoint(const Vector& point) | 
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| 208 | { | 
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| 209 |   this->emissionPoint.setRelCoor(point); | 
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| 210 | } | 
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| 211 |  | 
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| 212 | /** | 
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| 213 |  * assigns a Sound-file to an action | 
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| 214 |  * @param action the action the sound should be assigned too | 
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| 215 |  * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager) | 
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| 216 |  */ | 
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| 217 | void Weapon::setActionSound(WeaponAction action, const char* soundFile) | 
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| 218 | { | 
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| 219 |   if (action >= WA_ACTION_COUNT) | 
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| 220 |     return; | 
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| 221 |   if (this->soundBuffers[action] != NULL) | 
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| 222 |     ResourceManager::getInstance()->unload(this->soundBuffers[action]); | 
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| 223 |  | 
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| 224 |   else if (soundFile != NULL) | 
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| 225 |   { | 
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| 226 |     this->soundBuffers[action] = (SoundBuffer*)ResourceManager::getInstance()->load(soundFile, WAV); | 
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| 227 |     if (this->soundBuffers[action] != NULL) | 
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| 228 |     { | 
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| 229 |       PRINTF(4)("Loaded sound %s to action %s.\n", soundFile, actionToChar(action)); | 
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| 230 |     } | 
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| 231 |     else | 
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| 232 |     { | 
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| 233 |       PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile, actionToChar(action)); | 
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| 234 |     } | 
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| 235 |   } | 
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| 236 |   else | 
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| 237 |     this->soundBuffers[action] = NULL; | 
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| 238 | } | 
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| 239 |  | 
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| 240 | /** | 
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| 241 |  * creates/returns an Animation3D for a certain State. | 
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| 242 |  * @param state what State should the Animation be created/returned for | 
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| 243 |  * @param node the node this Animation should apply to. (NULL is fine if the animation was already created) | 
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| 244 |  * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist). | 
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| 245 |  * | 
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| 246 |  * This function does only generate the Animation Object, and if set it will | 
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| 247 |  * automatically be executed, when a certain State is reached. | 
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| 248 |  * What this does not do, is set keyframes, you have to operate on the returned animation. | 
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| 249 |  */ | 
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| 250 | Animation3D* Weapon::getAnimation(WeaponState state, PNode* node) | 
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| 251 | { | 
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| 252 |   if (state >= WS_STATE_COUNT) // if the state is not known | 
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| 253 |     return NULL; | 
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| 254 |  | 
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| 255 |   if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it. | 
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| 256 |   { | 
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| 257 |     if (likely(node != NULL)) | 
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| 258 |       return this->animation[state] = new Animation3D(node); | 
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| 259 |     else | 
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| 260 |     { | 
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| 261 |       PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state)); | 
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| 262 |       return NULL; | 
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| 263 |     } | 
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| 264 |   } | 
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| 265 |   else | 
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| 266 |     return this->animation[state]; | 
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| 267 | } | 
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| 268 |  | 
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| 269 | ///////////////// | 
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| 270 | //  EXECUTION  // | 
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| 271 | // GAME ACTION // | 
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| 272 | ///////////////// | 
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| 273 | /** | 
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| 274 |  * request an action that should be executed, | 
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| 275 |  * @param action the next action to take | 
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| 276 |  * | 
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| 277 |  * This function must be called instead of the actions (like fire/reload...) | 
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| 278 |  * to make all the checks needed to have a usefull WeaponSystem. | 
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| 279 |  */ | 
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| 280 | void Weapon::requestAction(WeaponAction action) | 
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| 281 | { | 
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| 282 |   if (likely(this->isActive())) | 
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| 283 |   { | 
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| 284 |     if (this->requestedAction != WA_NONE) | 
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| 285 |       return; | 
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| 286 |     PRINTF(5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration); | 
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| 287 |     this->requestedAction = action; | 
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| 288 |   } | 
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| 289 |   //else | 
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| 290 |   else if (unlikely(action == WA_ACTIVATE)) | 
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| 291 |   { | 
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| 292 |     this->currentState = WS_ACTIVATING; | 
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| 293 |     this->requestedAction = WA_ACTIVATE; | 
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| 294 |   } | 
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| 295 | } | 
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| 296 |  | 
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| 297 | /** | 
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| 298 |  * adds energy to the Weapon | 
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| 299 |  * @param energyToAdd The amount of energy | 
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| 300 |  * @returns the amount of energy we did not pick up, because the weapon is already full | 
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| 301 |  */ | 
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| 302 | float Weapon::increaseEnergy(float energyToAdd) | 
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| 303 | { | 
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| 304 |   float maxAddEnergy = this->energyMax - this->energy; | 
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| 305 |  | 
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| 306 |   if (maxAddEnergy >= energyToAdd) | 
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| 307 |   { | 
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| 308 |     this->energy += energyToAdd; | 
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| 309 |     return 0.0; | 
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| 310 |   } | 
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| 311 |   else | 
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| 312 |   { | 
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| 313 |     this->energy += maxAddEnergy; | 
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| 314 |     return energyToAdd - maxAddEnergy; | 
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| 315 |   } | 
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| 316 | } | 
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| 317 |  | 
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| 318 | //////////////////////////////////////////////////////////// | 
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| 319 | // WEAPON INTERNALS                                       // | 
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| 320 | // These are functions, that no other Weapon should over- // | 
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| 321 | // write. No class has direct Access to them, as it is    // | 
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| 322 | // quite a complicated process, handling a Weapon from    // | 
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| 323 | // the outside                                            // | 
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| 324 | //////////////////////////////////////////////////////////// | 
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| 325 | /** | 
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| 326 |  * executes an action, and with it starts a new State. | 
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| 327 |  * @return true, if it worked, false otherwise | 
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| 328 |  * | 
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| 329 |  * This function checks, wheter the possibility of executing an action is valid, | 
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| 330 |  * and does all the necessary stuff, to execute them. If an action does not succeed, | 
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| 331 |  * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again) | 
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| 332 |  */ | 
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| 333 | bool Weapon::execute() | 
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| 334 | { | 
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| 335 | #if DEBUG > 4 | 
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| 336 |   PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction)); | 
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| 337 |   this->debug(); | 
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| 338 | #endif | 
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| 339 |  | 
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| 340 |   WeaponAction action = this->requestedAction; | 
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| 341 |   this->requestedAction = WA_NONE; | 
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| 342 |  | 
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| 343 |   switch (action) | 
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| 344 |   { | 
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| 345 |     case WA_SHOOT: | 
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| 346 |       return this->fireW(); | 
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| 347 |       break; | 
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| 348 |     case WA_CHARGE: | 
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| 349 |       return this->chargeW(); | 
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| 350 |       break; | 
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| 351 |     case WA_RELOAD: | 
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| 352 |       return this->reloadW(); | 
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| 353 |       break; | 
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| 354 |     case WA_DEACTIVATE: | 
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| 355 |       return this->deactivateW(); | 
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| 356 |       break; | 
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| 357 |     case WA_ACTIVATE: | 
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| 358 |       return this->activateW(); | 
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| 359 |       break; | 
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| 360 |   } | 
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| 361 | } | 
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| 362 |  | 
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| 363 | /** | 
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| 364 |  * checks and activates the Weapon. | 
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| 365 |  * @return true on success. | 
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| 366 |  */ | 
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| 367 | bool Weapon::activateW() | 
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| 368 | { | 
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| 369 | //  if (this->currentState == WS_INACTIVE) | 
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| 370 |   { | 
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| 371 |         // play Sound | 
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| 372 |     if (likely(this->soundBuffers[WA_ACTIVATE] != NULL)) | 
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| 373 |       this->soundSource->play(this->soundBuffers[WA_ACTIVATE]); | 
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| 374 |         // activate | 
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| 375 |     PRINTF(4)("Activating the Weapon %s\n", this->getName()); | 
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| 376 |     this->activate(); | 
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| 377 |     // setting up for next action | 
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| 378 |     this->enterState(WS_ACTIVATING); | 
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| 379 |   } | 
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| 380 | } | 
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| 381 |  | 
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| 382 | /** | 
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| 383 |  * checks and deactivates the Weapon | 
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| 384 |  * @return true on success. | 
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| 385 |  */ | 
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| 386 | bool Weapon::deactivateW() | 
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| 387 | { | 
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| 388 | //  if (this->currentState != WS_INACTIVE) | 
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| 389 |   { | 
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| 390 |     PRINTF(4)("Deactivating the Weapon %s\n", this->getName()); | 
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| 391 |         // play Sound | 
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| 392 |     if (this->soundBuffers[WA_DEACTIVATE] != NULL) | 
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| 393 |       this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]); | 
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| 394 |     // deactivate | 
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| 395 |     this->deactivate(); | 
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| 396 |     this->enterState(WS_DEACTIVATING); | 
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| 397 |   } | 
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| 398 | } | 
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| 399 |  | 
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| 400 | /** | 
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| 401 |  * checks and charges the Weapon | 
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| 402 |  * @return true on success. | 
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| 403 |  */ | 
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| 404 | bool Weapon::chargeW() | 
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| 405 | { | 
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| 406 |   if ( this->currentState != WS_INACTIVE && this->energyLoaded >= this->minCharge) | 
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| 407 |   { | 
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| 408 |         // playing Sound | 
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| 409 |     if (this->soundBuffers[WA_CHARGE] != NULL) | 
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| 410 |       this->soundSource->play(this->soundBuffers[WA_CHARGE]); | 
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| 411 |  | 
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| 412 |         // charge | 
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| 413 |     this->charge(); | 
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| 414 |         // setting up for the next state | 
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| 415 |     this->enterState(WS_CHARGING); | 
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| 416 |   } | 
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| 417 |   else // deactivate the Weapon if we do not have enough energy | 
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| 418 |   { | 
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| 419 |     this->requestAction(WA_RELOAD); | 
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| 420 |   } | 
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| 421 | } | 
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| 422 |  | 
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| 423 | /** | 
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| 424 |  * checks and fires the Weapon | 
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| 425 |  * @return true on success. | 
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| 426 |  */ | 
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| 427 | bool Weapon::fireW() | 
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| 428 | { | 
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| 429 |      //if (likely(this->currentState != WS_INACTIVE)) | 
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| 430 |   if (this->minCharge <= this->energyLoaded) | 
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| 431 |   { | 
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| 432 |           // playing Sound | 
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| 433 |     if (this->soundBuffers[WA_SHOOT] != NULL) | 
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| 434 |       this->soundSource->play(this->soundBuffers[WA_SHOOT]); | 
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| 435 |           // fire | 
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| 436 |     this->fire(); | 
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| 437 |     this->energyLoaded -= this->minCharge; | 
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| 438 |           // setting up for the next state | 
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| 439 |     this->enterState(WS_SHOOTING); | 
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| 440 |   } | 
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| 441 |   else  // reload if we still have the charge | 
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| 442 |   { | 
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| 443 |     this->requestAction(WA_RELOAD); | 
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| 444 |     this->execute(); | 
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| 445 |   } | 
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| 446 | } | 
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| 447 |  | 
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| 448 | /** | 
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| 449 |  * checks and Reloads the Weapon | 
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| 450 |  * @return true on success. | 
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| 451 |  */ | 
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| 452 | bool Weapon::reloadW() | 
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| 453 | { | 
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| 454 |   PRINTF(4)("Reloading Weapon %s\n", this->getName()); | 
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| 455 |   if (unlikely(this->energy + this->energyLoaded < this->minCharge)) | 
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| 456 |   { | 
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| 457 |     this->requestAction(WA_DEACTIVATE); | 
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| 458 |     this->execute(); | 
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| 459 |     return false; | 
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| 460 |   } | 
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| 461 |  | 
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| 462 |   float chargeSize = this->energyLoadedMax - this->energyLoaded;       //!< The energy to be charged | 
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| 463 |  | 
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| 464 |   if (this->soundBuffers[WA_RELOAD] != NULL) | 
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| 465 |     this->soundSource->play(this->soundBuffers[WA_RELOAD]); | 
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| 466 |  | 
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| 467 |   if (chargeSize > this->energy) | 
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| 468 |   { | 
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| 469 |     this->energyLoaded += this->energy; | 
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| 470 |     this->energy = 0.0; | 
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| 471 |     PRINT(5)("Energy depleted\n"); | 
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| 472 |   } | 
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| 473 |   else | 
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| 474 |   { | 
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| 475 |     PRINTF(5)("Loaded %f energy into the Guns Buffer\n", chargeSize); | 
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| 476 |     this->energyLoaded += chargeSize; | 
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| 477 |     this->energy -= chargeSize; | 
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| 478 |   } | 
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| 479 |   this->reload(); | 
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| 480 |   this->enterState(WS_RELOADING); | 
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| 481 | } | 
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| 482 |  | 
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| 483 | /** | 
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| 484 |  * enters the requested State, plays back animations updates the timing. | 
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| 485 |  * @param state the state to enter. | 
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| 486 |  */ | 
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| 487 | inline void Weapon::enterState(WeaponState state) | 
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| 488 | { | 
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| 489 |   PRINTF(4)("ENTERING STATE %s\n", stateToChar(state)); | 
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| 490 |   // playing animation if availiable | 
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| 491 |   if (likely(this->animation[state] != NULL)) | 
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| 492 |     this->animation[state]->replay(); | 
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| 493 |  | 
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| 494 |   this->stateDuration = this->times[state] + this->stateDuration; | 
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| 495 |   this->currentState = state; | 
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| 496 | } | 
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| 497 |  | 
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| 498 | /////////////////// | 
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| 499 | //  WORLD-ENTITY // | 
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| 500 | // FUNCTIONALITY // | 
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| 501 | /////////////////// | 
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| 502 | /** | 
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| 503 |  * tick signal for time dependent/driven stuff | 
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| 504 | */ | 
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| 505 | void Weapon::tickW(float dt) | 
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| 506 | { | 
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| 507 |   //printf("%s ", stateToChar(this->currentState)); | 
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| 508 |  | 
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| 509 |   // setting up the timing properties | 
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| 510 |   this->stateDuration -= dt; | 
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| 511 |  | 
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| 512 |   if (this->stateDuration <= 0.0) | 
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| 513 |   { | 
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| 514 |     if (unlikely (this->currentState == WS_DEACTIVATING)) | 
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| 515 |     { | 
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| 516 |       this->currentState = WS_INACTIVE; | 
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| 517 |       return; | 
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| 518 |     } | 
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| 519 |     else | 
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| 520 |       this->currentState = WS_IDLE; | 
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| 521 |  | 
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| 522 |     if (this->requestedAction != WA_NONE) | 
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| 523 |     { | 
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| 524 |       this->stateDuration = -dt; | 
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| 525 |       this->execute(); | 
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| 526 |     } | 
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| 527 |   } | 
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| 528 |   tick(dt); | 
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| 529 | } | 
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| 530 |  | 
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| 531 | /** | 
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| 532 |  *  this will draw the weapon | 
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| 533 | */ | 
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| 534 | void Weapon::draw () const | 
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| 535 | {} | 
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| 536 |  | 
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| 537 |  | 
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| 538 |  | 
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| 539 |  | 
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| 540 |  | 
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| 541 | ////////////////////// | 
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| 542 | // HELPER FUNCTIONS // | 
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| 543 | ////////////////////// | 
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| 544 | /** | 
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| 545 |  * checks wether all the Weapons functions are valid, and if it is possible to go to action with it. | 
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| 546 |  * @todo IMPLEMENT the Weapons Check | 
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| 547 |  */ | 
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| 548 | bool Weapon::check() const | 
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| 549 | { | 
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| 550 |   bool retVal = true; | 
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| 551 |  | 
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| 552 | //  if (this->projectile == NULL) | 
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| 553 |   { | 
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| 554 |     PRINTF(1)("There was no projectile assigned to the Weapon.\n"); | 
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| 555 |     retVal = false; | 
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| 556 |   } | 
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| 557 |  | 
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| 558 |  | 
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| 559 |  | 
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| 560 |  | 
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| 561 |   return retVal; | 
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| 562 | } | 
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| 563 |  | 
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| 564 | /** | 
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| 565 |  * some nice debugging information about this Weapon | 
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| 566 |  */ | 
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| 567 | void Weapon::debug() const | 
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| 568 | { | 
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| 569 |   PRINT(3)("Weapon-Debug %s, state: %s, nextAction: %s\n", this->getName(), Weapon::stateToChar(this->currentState), Weapon::actionToChar(requestedAction)); | 
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| 570 |   PRINT(3)("Energy: max: %f; current: %f;  loadedMax: %f; loadedCurrent: %f; chargeMin: %f, chargeMax %f\n", | 
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| 571 |             this->energyMax, this->energy, this->energyLoadedMax, this->energyLoaded, this->minCharge, this->maxCharge); | 
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| 572 |  | 
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| 573 |  | 
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| 574 | } | 
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| 575 |  | 
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| 576 | //////////////////////////////////////////////////////// | 
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| 577 | // static Definitions (transormators for readability) // | 
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| 578 | //////////////////////////////////////////////////////// | 
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| 579 | /** | 
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| 580 |  * Converts a String into an Action. | 
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| 581 |  * @param action the String input holding the Action. | 
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| 582 |  * @return The Action if known, WA_NONE otherwise. | 
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| 583 |  */ | 
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| 584 | WeaponAction Weapon::charToAction(const char* action) | 
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| 585 | { | 
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| 586 |   if (!strcmp(action, "none")) | 
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| 587 |     return WA_NONE; | 
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| 588 |   else if (!strcmp(action, "shoot")) | 
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| 589 |     return WA_SHOOT; | 
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| 590 |   else if (!strcmp(action, "charge")) | 
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| 591 |     return WA_CHARGE; | 
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| 592 |   else if (!strcmp(action, "reload")) | 
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| 593 |     return WA_RELOAD; | 
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| 594 |   else if (!strcmp(action, "acitvate")) | 
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| 595 |     return WA_ACTIVATE; | 
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| 596 |   else if (!strcmp(action, "deactivate")) | 
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| 597 |     return WA_DEACTIVATE; | 
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| 598 |   else if (!strcmp(action, "special1")) | 
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| 599 |     return WA_SPECIAL1; | 
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| 600 |   else | 
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| 601 |     { | 
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| 602 |       PRINTF(2)("action %s could not be identified.\n", action); | 
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| 603 |       return WA_NONE; | 
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| 604 |     } | 
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| 605 | } | 
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| 606 |  | 
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| 607 | /** | 
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| 608 |  * converts an action into a String | 
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| 609 |  * @param action the action to convert | 
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| 610 |  * @return a String matching the name of the action | 
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| 611 |  */ | 
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| 612 | const char* Weapon::actionToChar(WeaponAction action) | 
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| 613 | { | 
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| 614 |   switch (action) | 
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| 615 |   { | 
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| 616 |     case WA_SHOOT: | 
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| 617 |       return "shoot"; | 
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| 618 |       break; | 
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| 619 |     case WA_CHARGE: | 
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| 620 |       return "charge"; | 
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| 621 |       break; | 
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| 622 |     case WA_RELOAD: | 
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| 623 |       return "reload"; | 
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| 624 |       break; | 
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| 625 |     case WA_ACTIVATE: | 
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| 626 |       return "activate"; | 
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| 627 |       break; | 
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| 628 |     case WA_DEACTIVATE: | 
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| 629 |       return "deactivate"; | 
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| 630 |       break; | 
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| 631 |     case WA_SPECIAL1: | 
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| 632 |       return "special1"; | 
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| 633 |       break; | 
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| 634 |     default: | 
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| 635 |       return "none"; | 
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| 636 |       break; | 
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| 637 |   } | 
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| 638 | } | 
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| 639 |  | 
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| 640 | /** | 
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| 641 |  * Converts a String into a State. | 
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| 642 |  * @param state the String input holding the State. | 
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| 643 |  * @return The State if known, WS_NONE otherwise. | 
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| 644 |  */ | 
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| 645 | WeaponState Weapon::charToState(const char* state) | 
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| 646 | { | 
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| 647 |   if (!strcmp(state, "none")) | 
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| 648 |     return WS_NONE; | 
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| 649 |   else if (!strcmp(state, "shooting")) | 
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| 650 |     return WS_SHOOTING; | 
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| 651 |   else if (!strcmp(state, "charging")) | 
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| 652 |     return WS_CHARGING; | 
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| 653 |   else if (!strcmp(state, "reloading")) | 
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| 654 |     return WS_RELOADING; | 
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| 655 |   else if (!strcmp(state, "activating")) | 
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| 656 |     return WS_ACTIVATING; | 
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| 657 |   else if (!strcmp(state, "deactivating")) | 
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| 658 |     return WS_DEACTIVATING; | 
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| 659 |   else if (!strcmp(state, "inactive")) | 
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| 660 |     return WS_INACTIVE; | 
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| 661 |   else if (!strcmp(state, "idle")) | 
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| 662 |     return WS_IDLE; | 
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| 663 |   else | 
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| 664 |     { | 
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| 665 |       PRINTF(2)("state %s could not be identified.\n", state); | 
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| 666 |       return WS_NONE; | 
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| 667 |     } | 
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| 668 | } | 
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| 669 |  | 
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| 670 | /** | 
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| 671 |  * converts a State into a String | 
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| 672 |  * @param state the state to convert | 
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| 673 |  * @return a String matching the name of the state | 
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| 674 |  */ | 
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| 675 | const char* Weapon::stateToChar(WeaponState state) | 
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| 676 | { | 
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| 677 |   switch (state) | 
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| 678 |   { | 
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| 679 |     case WS_SHOOTING: | 
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| 680 |       return "shooting"; | 
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| 681 |       break; | 
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| 682 |     case WS_CHARGING: | 
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| 683 |       return "charging"; | 
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| 684 |       break; | 
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| 685 |     case WS_RELOADING: | 
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| 686 |       return "reloading"; | 
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| 687 |       break; | 
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| 688 |     case WS_ACTIVATING: | 
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| 689 |       return "activating"; | 
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| 690 |       break; | 
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| 691 |     case WS_DEACTIVATING: | 
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| 692 |       return "deactivating"; | 
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| 693 |       break; | 
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| 694 |     case WS_IDLE: | 
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| 695 |       return "idle"; | 
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| 696 |       break; | 
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| 697 |     case WS_INACTIVE: | 
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| 698 |       return "inactive"; | 
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| 699 |       break; | 
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| 700 |     default: | 
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| 701 |       return "none"; | 
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| 702 |       break; | 
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| 703 |   } | 
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| 704 | } | 
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