| 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 "loading/fast_factory.h" | 
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| 24 | #include "world_entities/projectiles/projectile.h" | 
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| 25 |  | 
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| 26 | #include "util/loading/factory.h" | 
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| 27 | #include "util/loading/load_param.h" | 
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| 28 | #include "state.h" | 
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| 29 | #include "animation3d.h" | 
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| 30 |  | 
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| 31 | #include "sound_source.h" | 
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| 32 | #include "sound_buffer.h" | 
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| 33 | #include "resource_sound_buffer.h" | 
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| 34 |  | 
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| 35 | #include "elements/glgui_energywidgetvertical.h" | 
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| 36 |  | 
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| 37 | ObjectListDefinition(Weapon); | 
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| 38 |  | 
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| 39 | //////////////////// | 
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| 40 | // INITAILISATION // | 
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| 41 | // SETTING VALUES // | 
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| 42 | //////////////////// | 
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| 43 | /** | 
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| 44 | * standard constructor | 
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| 45 | * | 
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| 46 | * creates a new weapon | 
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| 47 | */ | 
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| 48 | Weapon::Weapon () | 
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| 49 | { | 
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| 50 | this->init(); | 
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| 51 | } | 
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| 52 |  | 
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| 53 | /** | 
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| 54 | * standard deconstructor | 
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| 55 | */ | 
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| 56 | Weapon::~Weapon () | 
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| 57 | { | 
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| 58 | for (int i = 0; i < WS_STATE_COUNT; i++) | 
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| 59 | if (this->animation[i] && Animation::objectList().exists(animation[i]))  //!< @todo this should check animation3D | 
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| 60 | delete this->animation[i]; | 
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| 61 |  | 
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| 62 | if (OrxSound::SoundSource::objectList().exists(this->soundSource)) | 
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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 | * @brief creates a new Weapon of type weaponID and returns it. | 
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| 68 | * @param weaponID the WeaponID type to create. | 
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| 69 | * @returns the newly created Weapon. | 
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| 70 | */ | 
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| 71 | Weapon* Weapon::createWeapon(const ClassID& weaponID) | 
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| 72 | { | 
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| 73 | BaseObject* createdObject = Factory::fabricate(weaponID); | 
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| 74 | if (createdObject != NULL) | 
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| 75 | { | 
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| 76 | if (createdObject->isA(Weapon::staticClassID())) | 
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| 77 | return dynamic_cast<Weapon*>(createdObject); | 
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| 78 | else | 
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| 79 | { | 
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| 80 | delete createdObject; | 
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| 81 | return NULL; | 
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| 82 | } | 
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| 83 | } | 
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| 84 | return NULL; | 
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| 85 | } | 
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| 86 |  | 
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| 87 | Weapon* Weapon::createWeapon(const std::string& weaponName) | 
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| 88 | { | 
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| 89 | BaseObject* createdObject = Factory::fabricate(weaponName); | 
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| 90 | if (createdObject != NULL) | 
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| 91 | { | 
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| 92 | if (createdObject->isA(Weapon::staticClassID())) | 
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| 93 | return dynamic_cast<Weapon*>(createdObject); | 
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| 94 | else | 
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| 95 | { | 
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| 96 | delete createdObject; | 
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| 97 | return NULL; | 
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| 98 | } | 
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| 99 | } | 
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| 100 | return NULL; | 
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| 101 | } | 
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| 102 |  | 
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| 103 |  | 
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| 104 | /** | 
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| 105 | * initializes the Weapon with ALL default values | 
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| 106 | * | 
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| 107 | * This Sets the default values of the Weapon | 
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| 108 | */ | 
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| 109 | void Weapon::init() | 
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| 110 | { | 
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| 111 | this->registerObject(this, Weapon::_objectList); | 
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| 112 | this->currentState     = WS_INACTIVE;            //< Normaly the Weapon is Inactive | 
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| 113 | this->requestedAction  = WA_NONE;                //< No action is requested by default | 
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| 114 | this->stateDuration    = 0.0;                    //< All the States have zero duration | 
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| 115 | for (int i = 0; i < WS_STATE_COUNT; i++)         //< Every State has: | 
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| 116 | { | 
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| 117 | this->times[i] = 0.0;                        //< An infinitesimal duration | 
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| 118 | this->animation[i] = NULL;                   //< No animation | 
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| 119 | } | 
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| 120 |  | 
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| 121 | this->soundSource = new OrxSound::SoundSource(this);       //< Every Weapon has exacty one SoundSource | 
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| 122 |  | 
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| 123 | this->barrels = 1; | 
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| 124 | this->segs = 1; | 
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| 125 |  | 
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| 126 | this->preferedSide = -1; | 
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| 127 | this->preferedSlot = -1; | 
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| 128 |  | 
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| 129 | this->shootAnim = new Animation3D**[this->getBarrels()]; | 
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| 130 | for (int i = 0; i < this->getBarrels(); i++) | 
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| 131 | this->shootAnim[i] = new Animation3D* [this->getSegs()]; | 
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| 132 |  | 
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| 133 | this->emissionPoint = new PNode*[this->barrels]; | 
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| 134 | for(int i = 0; i < this->barrels; i++){ | 
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| 135 | this->emissionPoint[i] = new PNode; | 
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| 136 | this->emissionPoint[i]->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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| 137 | this->emissionPoint[i]->setName("EmissionPoint"); | 
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| 138 | this->emissionPoint[i]->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); | 
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| 139 | } | 
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| 140 |  | 
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| 141 | this->defaultTarget = NULL;                      //< Nothing is Targeted by default. | 
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| 142 |  | 
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| 143 | this->projectile = NullClass::staticClassID();         //< No Projectile Class is Connected to this weapon | 
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| 144 | this->projectileFactory = NULL;                  //< No Factory generating Projectiles is selected. | 
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| 145 |  | 
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| 146 | this->hideInactive = true;                       //< The Weapon will be hidden if it is inactive (by default) | 
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| 147 |  | 
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| 148 | this->minCharge = 1.0;                           //< The minimum charge the Weapon can hold is 1 unit. | 
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| 149 | this->maxCharge = 1.0;                           //< The maximum charge is also one unit. | 
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| 150 |  | 
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| 151 | this->energy = 10;                               //< The secondary Buffer (before we have to reload) | 
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| 152 | this->energyMax = 10.0;                          //< How much energy can be carried | 
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| 153 | this->capability = WTYPE_ALL;                    //< The Weapon has all capabilities @see W_Capability. | 
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| 154 |  | 
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| 155 | this->energyWidget = NULL; | 
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| 156 | isEnergyWidgetInitialized = false; | 
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| 157 |  | 
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| 158 | // set this object to be synchronized over network | 
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| 159 | //this->setSynchronized(true); | 
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| 160 | } | 
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| 161 |  | 
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| 162 | /** | 
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| 163 | * needed, if there are more than one barrel or segments | 
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| 164 | */ | 
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| 165 | void Weapon::init2() | 
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| 166 | { | 
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| 167 | if (this->barrels == 1 && this->segs == 1) | 
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| 168 | return; | 
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| 169 |  | 
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| 170 | delete this->emissionPoint[0]; | 
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| 171 | delete this->emissionPoint; | 
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| 172 | delete this->shootAnim[0]; | 
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| 173 | delete this->shootAnim; | 
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| 174 |  | 
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| 175 | this->shootAnim = new Animation3D**[this->barrels]; | 
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| 176 | this->emissionPoint = new PNode*[this->barrels]; | 
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| 177 | for(int i = 0; i < this->barrels; i++){ | 
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| 178 | this->emissionPoint[i] = new PNode; | 
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| 179 | this->emissionPoint[i]->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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| 180 | this->emissionPoint[i]->setName("EmissionPoint"); | 
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| 181 | this->emissionPoint[i]->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); | 
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| 182 | this->shootAnim[i] = new Animation3D* [this->segs]; | 
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| 183 | } | 
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| 184 | } | 
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| 185 |  | 
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| 186 | /** | 
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| 187 | * deconstructor for init2 | 
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| 188 | */ | 
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| 189 | void Weapon::deconstr() | 
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| 190 | { | 
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| 191 | for(int i = 0; i < this->barrels; i++) { | 
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| 192 | delete this->emissionPoint[i]; | 
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| 193 | for (int j = 0; j < this->segs; j++) | 
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| 194 | delete this->shootAnim[i][j]; | 
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| 195 | delete this->shootAnim[i]; | 
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| 196 | } | 
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| 197 |  | 
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| 198 | delete this->emissionPoint; | 
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| 199 | delete this->shootAnim; | 
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| 200 | } | 
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| 201 |  | 
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| 202 | /** | 
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| 203 | * loads the Parameters of a Weapon | 
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| 204 | * @param root the XML-Element to load the Weapons settings from | 
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| 205 | */ | 
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| 206 | void Weapon::loadParams(const TiXmlElement* root) | 
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| 207 | { | 
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| 208 | WorldEntity::loadParams(root); | 
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| 209 |  | 
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| 210 | LoadParam(root, "projectile", this, Weapon, setProjectileTypeC) | 
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| 211 | .describe("Sets the name of the Projectile to load onto the Entity"); | 
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| 212 |  | 
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| 213 | LoadParam(root, "energy", this, Weapon, setEnergyMax) | 
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| 214 | .describe("number of shoots/ energy whatever"); | 
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| 215 |  | 
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| 216 | LoadParam(root, "slot", this, Weapon, setPreferedSlot) | 
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| 217 | .describe("slot this weapon will be added"); | 
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| 218 | /* | 
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| 219 | LoadParam(root, "emission-point", this, Weapon, setEmissionPoint) | 
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| 220 | .describe("Sets the Point of emission of this weapon (1: EmmsionVector; 2: EmissionPoint)");*/ | 
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| 221 |  | 
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| 222 | LoadParam(root, "state-duration", this, Weapon, setStateDuration) | 
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| 223 | .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)"); | 
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| 224 |  | 
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| 225 | LoadParam(root, "action-sound", this, Weapon, setActionSound) | 
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| 226 | .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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| 227 | } | 
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| 228 |  | 
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| 229 |  | 
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| 230 | /** | 
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| 231 | * sets the Projectile to use for this weapon. | 
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| 232 | * @param projectile The ID of the Projectile to use | 
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| 233 | * @returns true, if it was sucessfull, false on error | 
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| 234 | * | 
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| 235 | * be aware, that this function does not create Factories, as this is job of Projecitle/Bullet-classes. | 
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| 236 | * What it does, is telling the Weapon what Projectiles it can Emit. | 
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| 237 | */ | 
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| 238 | void Weapon::setProjectileType(const ClassID& projectile) | 
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| 239 | { | 
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| 240 | this->projectile = projectile; | 
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| 241 | this->projectileFactory = FastFactory::searchFastFactory(projectile); | 
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| 242 | if (this->projectileFactory == NULL) | 
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| 243 | { | 
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| 244 | PRINTF(1)("unable to find FastFactory for the Projectile.\n"); | 
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| 245 | return; | 
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| 246 | } | 
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| 247 | else | 
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| 248 | { | 
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| 249 | // grabbing Parameters from the Projectile to have them at hand here. | 
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| 250 | Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); | 
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| 251 | this->minCharge = pj->getMinEnergy(); | 
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| 252 | this->maxCharge = pj->getHealthMax(); | 
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| 253 | this->chargeable = pj->isChageable(); | 
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| 254 | this->projectileFactory->kill(pj); | 
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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 | /** | 
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| 260 | * @see bool Weapon::setProjectile(ClassID projectile) | 
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| 261 | * @param projectile the Name of the Projectile. | 
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| 262 | */ | 
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| 263 | void Weapon::setProjectileTypeC(const std::string& projectile) | 
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| 264 | { | 
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| 265 | FastFactory* tmpFac = FastFactory::searchFastFactory(projectile); | 
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| 266 | if (tmpFac != NULL) | 
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| 267 | { | 
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| 268 | this->setProjectileType(tmpFac->getStoredID()); | 
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| 269 | } | 
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| 270 | else | 
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| 271 | { | 
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| 272 | PRINTF(1)("Projectile %s does not exist for weapon %s\n", projectile.c_str(), this->getCName()); | 
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| 273 | } | 
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| 274 | } | 
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| 275 |  | 
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| 276 |  | 
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| 277 | /** | 
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| 278 | * prepares Projectiles of the Weapon | 
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| 279 | * @param count how many Projectiles to create (they will be stored in the ProjectileFactory) | 
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| 280 | */ | 
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| 281 | void Weapon::prepareProjectiles(unsigned int count) | 
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| 282 | { | 
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| 283 | if (likely(this->projectileFactory != NULL)) | 
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| 284 | projectileFactory->prepare(count); | 
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| 285 | else | 
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| 286 | PRINTF(2)("unable to create %d projectile for Weapon %s::%s\n", count, this->getClassCName(), this->getCName()); | 
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| 287 | } | 
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| 288 |  | 
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| 289 |  | 
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| 290 | /** | 
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| 291 | * resurects and returns a Projectile | 
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| 292 | * @returns a Projectile on success, NULL on error | 
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| 293 | * | 
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| 294 | * errors: 1. (ProjectileFastFactory not Found) | 
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| 295 | *         2. No more Projectiles availiable. | 
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| 296 | */ | 
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| 297 | Projectile* Weapon::getProjectile() | 
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| 298 | { | 
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| 299 | if (likely (this->projectileFactory != NULL)) | 
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| 300 | { | 
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| 301 | Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); | 
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| 302 | pj->toList((OM_LIST)(this->getOMListNumber()+1)); | 
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| 303 | return pj; | 
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| 304 | } | 
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| 305 | else | 
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| 306 | { | 
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| 307 | PRINTF(2)("No projectile defined for Weapon %s(%s) can't return any\n", this->getCName(), this->getClassCName()); | 
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| 308 | return NULL; | 
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| 309 | } | 
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| 310 | } | 
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| 311 |  | 
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| 312 |  | 
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| 313 | /** | 
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| 314 | * sets the emissionPoint's relative position from the Weapon | 
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| 315 | * @param point the Point relative to the mass-point of the Weapon | 
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| 316 | */ | 
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| 317 | void Weapon::setEmissionPoint(const Vector& point, int barrel) | 
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| 318 | { | 
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| 319 | this->emissionPoint[barrel]->setRelCoor(point); | 
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| 320 | } | 
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| 321 |  | 
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| 322 | void Weapon::setEmissionPoint(const Vector& point) | 
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| 323 | { | 
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| 324 | this->emissionPoint[0]->setRelCoor(point); | 
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| 325 | } | 
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| 326 |  | 
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| 327 | /** | 
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| 328 | * assigns a Sound-file to an action | 
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| 329 | * @param action the action the sound should be assigned too | 
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| 330 | * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager) | 
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| 331 | */ | 
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| 332 | void Weapon::setActionSound(WeaponAction action, const std::string& soundFile) | 
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| 333 | { | 
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| 334 | if (action >= WA_ACTION_COUNT) | 
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| 335 | return; | 
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| 336 |  | 
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| 337 | else if (!soundFile.empty()) | 
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| 338 | { | 
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| 339 | this->soundBuffers[action] = OrxSound::ResourceSoundBuffer(soundFile); | 
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| 340 | if (this->soundBuffers[action].loaded()) | 
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| 341 | { | 
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| 342 | PRINTF(4)("Loaded sound %s to action %s.\n", soundFile.c_str(), actionToChar(action)); | 
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| 343 | } | 
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| 344 | else | 
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| 345 | { | 
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| 346 | PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile.c_str(), actionToChar(action)); | 
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| 347 | } | 
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| 348 | } | 
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| 349 | else | 
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| 350 | this->soundBuffers[action] = OrxSound::SoundBuffer(); | 
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| 351 | } | 
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| 352 |  | 
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| 353 |  | 
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| 354 | /** | 
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| 355 | * creates/returns an Animation3D for a certain State. | 
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| 356 | * @param state what State should the Animation be created/returned for | 
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| 357 | * @param node the node this Animation should apply to. (NULL is fine if the animation was already created) | 
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| 358 | * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist). | 
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| 359 | * | 
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| 360 | * This function does only generate the Animation Object, and if set it will | 
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| 361 | * automatically be executed, when a certain State is reached. | 
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| 362 | * What this does not do, is set keyframes, you have to operate on the returned animation. | 
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| 363 | */ | 
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| 364 | Animation3D* Weapon::getAnimation(WeaponState state, PNode* node) | 
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| 365 | { | 
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| 366 | if (state >= WS_STATE_COUNT) // if the state is not known | 
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| 367 | return NULL; | 
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| 368 |  | 
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| 369 | if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it. | 
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| 370 | { | 
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| 371 | if (likely(node != NULL)) | 
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| 372 | return this->animation[state] = new Animation3D(node); | 
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| 373 | else | 
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| 374 | { | 
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| 375 | PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state)); | 
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| 376 | return NULL; | 
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| 377 | } | 
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| 378 | } | 
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| 379 | else | 
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| 380 | return this->animation[state]; | 
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| 381 | } | 
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| 382 |  | 
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| 383 | Animation3D* Weapon::getAnimation(int barrel, int seg, PNode* node) | 
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| 384 | { | 
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| 385 | if (barrel >= this->getBarrels() || seg >= this->getSegs()) // if the state is not known | 
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| 386 | return NULL; | 
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| 387 |  | 
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| 388 | if (unlikely(this->shootAnim[barrel][seg] == NULL)) // if the animation does not exist yet create it. | 
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| 389 | { | 
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| 390 | if (likely(node != NULL)) | 
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| 391 | return this->shootAnim[barrel][seg] = new Animation3D(node); | 
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| 392 | else | 
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| 393 | { | 
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| 394 | //       PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state)); | 
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| 395 | return NULL; | 
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| 396 | } | 
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| 397 | } | 
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| 398 | else | 
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| 399 | return this->shootAnim[barrel][seg]; | 
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| 400 | } | 
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| 401 |  | 
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| 402 | OrxGui::GLGuiWidget* Weapon::getEnergyWidget() | 
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| 403 | { | 
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| 404 | if ( this->energyWidget == NULL) | 
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| 405 | { | 
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| 406 | this->energyWidget = new OrxGui::GLGuiEnergyWidgetVertical(); | 
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| 407 | //this->energyWidget->setDisplayedName(this->getClassCName()); | 
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| 408 | this->energyWidget->setSize2D( 20, 100); | 
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| 409 | this->energyWidget->setMaximum(this->getEnergyMax()); | 
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| 410 | this->energyWidget->setValue(this->getEnergy()); | 
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| 411 | } | 
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| 412 | return this->energyWidget; | 
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| 413 | } | 
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| 414 |  | 
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| 415 | void Weapon::updateWidgets() | 
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| 416 | { | 
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| 417 | if (this->energyWidget != NULL) | 
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| 418 | { | 
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| 419 | this->energyWidget->setMaximum(this->energyMax); | 
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| 420 | this->energyWidget->setValue(this->energy); | 
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| 421 | } | 
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| 422 | } | 
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| 423 |  | 
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| 424 | ///////////////// | 
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| 425 | //  EXECUTION  // | 
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| 426 | // GAME ACTION // | 
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| 427 | ///////////////// | 
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| 428 | /** | 
|---|
| 429 | * request an action that should be executed, | 
|---|
| 430 | * @param action the next action to take | 
|---|
| 431 | * | 
|---|
| 432 | * This function must be called instead of the actions (like fire/reload...) | 
|---|
| 433 | * to make all the checks needed to have a usefull WeaponSystem. | 
|---|
| 434 | */ | 
|---|
| 435 | void Weapon::requestAction(WeaponAction action) | 
|---|
| 436 | { | 
|---|
| 437 | if (likely(this->isActive())) | 
|---|
| 438 | { | 
|---|
| 439 | /** Disabled for releaseFire() from WM*/ | 
|---|
| 440 | if (this->requestedAction != WA_NONE) | 
|---|
| 441 | return; | 
|---|
| 442 | PRINTF(5)("%s: next action will be %s in %f seconds\n", this->getCName(), actionToChar(action), this->stateDuration); | 
|---|
| 443 | this->requestedAction = action; | 
|---|
| 444 | } | 
|---|
| 445 | //else | 
|---|
| 446 | else if (unlikely(action == WA_ACTIVATE)) | 
|---|
| 447 | { | 
|---|
| 448 | this->currentState = WS_ACTIVATING; | 
|---|
| 449 | this->requestedAction = WA_ACTIVATE; | 
|---|
| 450 | } | 
|---|
| 451 | } | 
|---|
| 452 |  | 
|---|
| 453 |  | 
|---|
| 454 | /** | 
|---|
| 455 | * adds energy to the Weapon | 
|---|
| 456 | * @param energyToAdd The amount of energy | 
|---|
| 457 | * @returns the amount of energy we did not pick up, because the weapon is already full | 
|---|
| 458 | */ | 
|---|
| 459 | float Weapon::increaseEnergy(float energyToAdd) | 
|---|
| 460 | { | 
|---|
| 461 | float maxAddEnergy = this->energyMax - this->energy; | 
|---|
| 462 |  | 
|---|
| 463 | if (maxAddEnergy >= energyToAdd) | 
|---|
| 464 | { | 
|---|
| 465 | this->energy += energyToAdd; | 
|---|
| 466 | this->updateWidgets(); | 
|---|
| 467 | return 0.0; | 
|---|
| 468 | } | 
|---|
| 469 | else | 
|---|
| 470 | { | 
|---|
| 471 | this->energy += maxAddEnergy; | 
|---|
| 472 | this->updateWidgets(); | 
|---|
| 473 | return energyToAdd - maxAddEnergy; | 
|---|
| 474 | } | 
|---|
| 475 |  | 
|---|
| 476 | } | 
|---|
| 477 |  | 
|---|
| 478 |  | 
|---|
| 479 | //////////////////////////////////////////////////////////// | 
|---|
| 480 | // WEAPON INTERNALS                                       // | 
|---|
| 481 | // These are functions, that no other Weapon should over- // | 
|---|
| 482 | // write. No class has direct Access to them, as it is    // | 
|---|
| 483 | // quite a complicated process, handling a Weapon from    // | 
|---|
| 484 | // the outside                                            // | 
|---|
| 485 | //////////////////////////////////////////////////////////// | 
|---|
| 486 | /** | 
|---|
| 487 | * executes an action, and with it starts a new State. | 
|---|
| 488 | * @return true, if it worked, false otherwise | 
|---|
| 489 | * | 
|---|
| 490 | * This function checks, wheter the possibility of executing an action is valid, | 
|---|
| 491 | * and does all the necessary stuff, to execute them. If an action does not succeed, | 
|---|
| 492 | * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again) | 
|---|
| 493 | */ | 
|---|
| 494 | bool Weapon::execute() | 
|---|
| 495 | { | 
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| 496 | #if DEBUG_LEVEL > 4 | 
|---|
| 497 | PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction)); | 
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| 498 | this->debug(); | 
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| 499 | #endif | 
|---|
| 500 |  | 
|---|
| 501 | WeaponAction action = this->requestedAction; | 
|---|
| 502 | this->requestedAction = WA_NONE; | 
|---|
| 503 |  | 
|---|
| 504 | switch (action) | 
|---|
| 505 | { | 
|---|
| 506 | case WA_SHOOT: | 
|---|
| 507 | return this->fireW(); | 
|---|
| 508 | break; | 
|---|
| 509 | case WA_CHARGE: | 
|---|
| 510 | return this->chargeW(); | 
|---|
| 511 | break; | 
|---|
| 512 | case WA_RELOAD: | 
|---|
| 513 | return this->reloadW(); | 
|---|
| 514 | break; | 
|---|
| 515 | case WA_DEACTIVATE: | 
|---|
| 516 | return this->deactivateW(); | 
|---|
| 517 | break; | 
|---|
| 518 | case WA_ACTIVATE: | 
|---|
| 519 | return this->activateW(); | 
|---|
| 520 | break; | 
|---|
| 521 | default: | 
|---|
| 522 | PRINTF(5)("Action %s Not Implemented yet \n", Weapon::actionToChar(action)); | 
|---|
| 523 | return false; | 
|---|
| 524 | } | 
|---|
| 525 | } | 
|---|
| 526 |  | 
|---|
| 527 | /** | 
|---|
| 528 | * checks and activates the Weapon. | 
|---|
| 529 | * @return true on success. | 
|---|
| 530 | */ | 
|---|
| 531 | bool Weapon::activateW() | 
|---|
| 532 | { | 
|---|
| 533 | //  if (this->currentState == WS_INACTIVE) | 
|---|
| 534 | { | 
|---|
| 535 | // play Sound | 
|---|
| 536 | if (likely(this->soundBuffers[WA_ACTIVATE].loaded())) | 
|---|
| 537 | this->soundSource->play(this->soundBuffers[WA_ACTIVATE]); | 
|---|
| 538 | this->updateWidgets(); | 
|---|
| 539 | // activate | 
|---|
| 540 | PRINTF(4)("Activating the Weapon %s\n", this->getCName()); | 
|---|
| 541 | this->activate(); | 
|---|
| 542 | // setting up for next action | 
|---|
| 543 | this->enterState(WS_ACTIVATING); | 
|---|
| 544 | } | 
|---|
| 545 | return true; | 
|---|
| 546 | } | 
|---|
| 547 |  | 
|---|
| 548 | /** | 
|---|
| 549 | * checks and deactivates the Weapon | 
|---|
| 550 | * @return true on success. | 
|---|
| 551 | */ | 
|---|
| 552 | bool Weapon::deactivateW() | 
|---|
| 553 | { | 
|---|
| 554 | //  if (this->currentState != WS_INACTIVE) | 
|---|
| 555 | { | 
|---|
| 556 | PRINTF(4)("Deactivating the Weapon %s\n", this->getCName()); | 
|---|
| 557 | // play Sound | 
|---|
| 558 | if (this->soundBuffers[WA_DEACTIVATE].loaded()) | 
|---|
| 559 | this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]); | 
|---|
| 560 | // deactivate | 
|---|
| 561 | this->deactivate(); | 
|---|
| 562 | this->enterState(WS_DEACTIVATING); | 
|---|
| 563 | } | 
|---|
| 564 |  | 
|---|
| 565 | return true; | 
|---|
| 566 | } | 
|---|
| 567 |  | 
|---|
| 568 | /** | 
|---|
| 569 | * checks and charges the Weapon | 
|---|
| 570 | * @return true on success. | 
|---|
| 571 | */ | 
|---|
| 572 | bool Weapon::chargeW() | 
|---|
| 573 | { | 
|---|
| 574 | if ( this->currentState != WS_INACTIVE && this->energy >= this->minCharge) | 
|---|
| 575 | { | 
|---|
| 576 | // playing Sound | 
|---|
| 577 | if (this->soundBuffers[WA_CHARGE].loaded()) | 
|---|
| 578 | this->soundSource->play(this->soundBuffers[WA_CHARGE]); | 
|---|
| 579 |  | 
|---|
| 580 | // charge | 
|---|
| 581 | this->charge(); | 
|---|
| 582 | // setting up for the next state | 
|---|
| 583 | this->enterState(WS_CHARGING); | 
|---|
| 584 | } | 
|---|
| 585 | else // deactivate the Weapon if we do not have enough energy | 
|---|
| 586 | { | 
|---|
| 587 | this->requestAction(WA_RELOAD); | 
|---|
| 588 | } | 
|---|
| 589 | return true; | 
|---|
| 590 | } | 
|---|
| 591 |  | 
|---|
| 592 | /** | 
|---|
| 593 | * checks and fires the Weapon | 
|---|
| 594 | * @return true on success. | 
|---|
| 595 | */ | 
|---|
| 596 | bool Weapon::fireW() | 
|---|
| 597 | { | 
|---|
| 598 | //   printf("fireW Weapon\n"); | 
|---|
| 599 | //if (likely(this->currentState != WS_INACTIVE)) | 
|---|
| 600 | if (this->minCharge <= this->energy) | 
|---|
| 601 | { | 
|---|
| 602 | // playing Sound | 
|---|
| 603 | if (this->soundBuffers[WA_SHOOT].loaded()) | 
|---|
| 604 | this->soundSource->play(this->soundBuffers[WA_SHOOT]); | 
|---|
| 605 | // fire | 
|---|
| 606 | this->energy -= this->minCharge; | 
|---|
| 607 | this->fire(); | 
|---|
| 608 | // setting up for the next state | 
|---|
| 609 | this->enterState(WS_SHOOTING); | 
|---|
| 610 | this->updateWidgets(); | 
|---|
| 611 | } | 
|---|
| 612 | else  // reload if we still have the charge | 
|---|
| 613 | { | 
|---|
| 614 | this->requestAction(WA_RELOAD); | 
|---|
| 615 | this->execute(); | 
|---|
| 616 | } | 
|---|
| 617 | return true; | 
|---|
| 618 | } | 
|---|
| 619 |  | 
|---|
| 620 | /** | 
|---|
| 621 | * checks and Reloads the Weapon | 
|---|
| 622 | * @return true on success. | 
|---|
| 623 | */ | 
|---|
| 624 | bool Weapon::reloadW() | 
|---|
| 625 | { | 
|---|
| 626 | PRINTF(4)("Reloading Weapon %s\n", this->getCName()); | 
|---|
| 627 | if (!this->ammoContainer.isNull() && | 
|---|
| 628 | unlikely(this->energy + this->ammoContainer->getStoredEnergy() < this->minCharge)) | 
|---|
| 629 | { | 
|---|
| 630 | //this->requestAction(WA_DEACTIVATE); | 
|---|
| 631 | this->execute(); | 
|---|
| 632 | return false; | 
|---|
| 633 | } | 
|---|
| 634 |  | 
|---|
| 635 |  | 
|---|
| 636 | if (this->soundBuffers[WA_RELOAD].loaded()) | 
|---|
| 637 | this->soundSource->play(this->soundBuffers[WA_RELOAD]); | 
|---|
| 638 |  | 
|---|
| 639 | if (!this->ammoContainer.isNull()) | 
|---|
| 640 | this->ammoContainer->fillWeapon(this); | 
|---|
| 641 | else | 
|---|
| 642 | { | 
|---|
| 643 | this->energy = this->energyMax; | 
|---|
| 644 | } | 
|---|
| 645 | this->updateWidgets(); | 
|---|
| 646 | this->reload(); | 
|---|
| 647 | this->enterState(WS_RELOADING); | 
|---|
| 648 |  | 
|---|
| 649 | return true; | 
|---|
| 650 | } | 
|---|
| 651 |  | 
|---|
| 652 | /** | 
|---|
| 653 | * enters the requested State, plays back animations updates the timing. | 
|---|
| 654 | * @param state the state to enter. | 
|---|
| 655 | */ | 
|---|
| 656 | inline void Weapon::enterState(WeaponState state) | 
|---|
| 657 | { | 
|---|
| 658 | PRINTF(4)("ENTERING STATE %s\n", stateToChar(state)); | 
|---|
| 659 | // playing animation if availiable | 
|---|
| 660 | if (likely(this->animation[state] != NULL)) | 
|---|
| 661 | this->animation[state]->replay(); | 
|---|
| 662 |  | 
|---|
| 663 | this->stateDuration += this->times[state]; | 
|---|
| 664 | this->currentState = state; | 
|---|
| 665 | } | 
|---|
| 666 |  | 
|---|
| 667 | /////////////////// | 
|---|
| 668 | //  WORLD-ENTITY // | 
|---|
| 669 | // FUNCTIONALITY // | 
|---|
| 670 | /////////////////// | 
|---|
| 671 | /** | 
|---|
| 672 | * tick signal for time dependent/driven stuff | 
|---|
| 673 | */ | 
|---|
| 674 | bool Weapon::tickW(float dt) | 
|---|
| 675 | { | 
|---|
| 676 | //printf("%s ", stateToChar(this->currentState)); | 
|---|
| 677 |  | 
|---|
| 678 | // setting up the timing properties | 
|---|
| 679 | this->stateDuration -= dt; | 
|---|
| 680 |  | 
|---|
| 681 | if (this->stateDuration <= 0.0) | 
|---|
| 682 | { | 
|---|
| 683 | if (unlikely (this->currentState == WS_DEACTIVATING)) | 
|---|
| 684 | { | 
|---|
| 685 | this->currentState = WS_INACTIVE; | 
|---|
| 686 | return false; | 
|---|
| 687 | } | 
|---|
| 688 | else | 
|---|
| 689 | this->currentState = WS_IDLE; | 
|---|
| 690 |  | 
|---|
| 691 | if (this->requestedAction != WA_NONE) | 
|---|
| 692 | { | 
|---|
| 693 | this->stateDuration = -dt; | 
|---|
| 694 | this->execute(); | 
|---|
| 695 | } | 
|---|
| 696 | } | 
|---|
| 697 | return true; | 
|---|
| 698 | } | 
|---|
| 699 |  | 
|---|
| 700 |  | 
|---|
| 701 |  | 
|---|
| 702 |  | 
|---|
| 703 | ////////////////////// | 
|---|
| 704 | // HELPER FUNCTIONS // | 
|---|
| 705 | ////////////////////// | 
|---|
| 706 | /** | 
|---|
| 707 | * checks wether all the Weapons functions are valid, and if it is possible to go to action with it. | 
|---|
| 708 | * @todo IMPLEMENT the Weapons Check | 
|---|
| 709 | */ | 
|---|
| 710 | bool Weapon::check() const | 
|---|
| 711 | { | 
|---|
| 712 | bool retVal = true; | 
|---|
| 713 |  | 
|---|
| 714 | //  if (this->projectile == NULL) | 
|---|
| 715 | { | 
|---|
| 716 | PRINTF(1)("There was no projectile assigned to the Weapon.\n"); | 
|---|
| 717 | retVal = false; | 
|---|
| 718 | } | 
|---|
| 719 |  | 
|---|
| 720 |  | 
|---|
| 721 |  | 
|---|
| 722 |  | 
|---|
| 723 | return retVal; | 
|---|
| 724 | } | 
|---|
| 725 |  | 
|---|
| 726 | /** | 
|---|
| 727 | * some nice debugging information about this Weapon | 
|---|
| 728 | */ | 
|---|
| 729 | void Weapon::debug() const | 
|---|
| 730 | { | 
|---|
| 731 | PRINT(0)("Weapon-Debug %s, state: %s (duration: %fs), nextAction: %s\n", this->getCName(), Weapon::stateToChar(this->currentState), this->stateDuration, Weapon::actionToChar(requestedAction)); | 
|---|
| 732 | PRINT(0)("Energy: max: %f; current: %f; chargeMin: %f, chargeMax %f\n", | 
|---|
| 733 | this->energyMax, this->energy, this->minCharge, this->maxCharge); | 
|---|
| 734 |  | 
|---|
| 735 |  | 
|---|
| 736 | } | 
|---|
| 737 |  | 
|---|
| 738 | //////////////////////////////////////////////////////// | 
|---|
| 739 | // static Definitions (transormators for readability) // | 
|---|
| 740 | //////////////////////////////////////////////////////// | 
|---|
| 741 | /** | 
|---|
| 742 | * Converts a String into an Action. | 
|---|
| 743 | * @param action the String input holding the Action. | 
|---|
| 744 | * @return The Action if known, WA_NONE otherwise. | 
|---|
| 745 | */ | 
|---|
| 746 | WeaponAction Weapon::charToAction(const std::string& action) | 
|---|
| 747 | { | 
|---|
| 748 | if (action == "none") | 
|---|
| 749 | return WA_NONE; | 
|---|
| 750 | else if (action == "shoot") | 
|---|
| 751 | return WA_SHOOT; | 
|---|
| 752 | else if (action == "charge") | 
|---|
| 753 | return WA_CHARGE; | 
|---|
| 754 | else if (action == "reload") | 
|---|
| 755 | return WA_RELOAD; | 
|---|
| 756 | else if (action == "acitvate") | 
|---|
| 757 | return WA_ACTIVATE; | 
|---|
| 758 | else if (action == "deactivate") | 
|---|
| 759 | return WA_DEACTIVATE; | 
|---|
| 760 | else if (action == "special1") | 
|---|
| 761 | return WA_SPECIAL1; | 
|---|
| 762 | else | 
|---|
| 763 | { | 
|---|
| 764 | PRINTF(2)("action %s could not be identified.\n", action.c_str()); | 
|---|
| 765 | return WA_NONE; | 
|---|
| 766 | } | 
|---|
| 767 | } | 
|---|
| 768 |  | 
|---|
| 769 | /** | 
|---|
| 770 | * converts an action into a String | 
|---|
| 771 | * @param action the action to convert | 
|---|
| 772 | * @return a String matching the name of the action | 
|---|
| 773 | */ | 
|---|
| 774 | const char* Weapon::actionToChar(WeaponAction action) | 
|---|
| 775 | { | 
|---|
| 776 | switch (action) | 
|---|
| 777 | { | 
|---|
| 778 | case WA_SHOOT: | 
|---|
| 779 | return "shoot"; | 
|---|
| 780 | break; | 
|---|
| 781 | case WA_CHARGE: | 
|---|
| 782 | return "charge"; | 
|---|
| 783 | break; | 
|---|
| 784 | case WA_RELOAD: | 
|---|
| 785 | return "reload"; | 
|---|
| 786 | break; | 
|---|
| 787 | case WA_ACTIVATE: | 
|---|
| 788 | return "activate"; | 
|---|
| 789 | break; | 
|---|
| 790 | case WA_DEACTIVATE: | 
|---|
| 791 | return "deactivate"; | 
|---|
| 792 | break; | 
|---|
| 793 | case WA_SPECIAL1: | 
|---|
| 794 | return "special1"; | 
|---|
| 795 | break; | 
|---|
| 796 | default: | 
|---|
| 797 | return "none"; | 
|---|
| 798 | break; | 
|---|
| 799 | } | 
|---|
| 800 | } | 
|---|
| 801 |  | 
|---|
| 802 | /** | 
|---|
| 803 | * Converts a String into a State. | 
|---|
| 804 | * @param state the String input holding the State. | 
|---|
| 805 | * @return The State if known, WS_NONE otherwise. | 
|---|
| 806 | */ | 
|---|
| 807 | WeaponState Weapon::charToState(const std::string& state) | 
|---|
| 808 | { | 
|---|
| 809 | if (state == "none") | 
|---|
| 810 | return WS_NONE; | 
|---|
| 811 | else if (state == "shooting") | 
|---|
| 812 | return WS_SHOOTING; | 
|---|
| 813 | else if (state == "charging") | 
|---|
| 814 | return WS_CHARGING; | 
|---|
| 815 | else if (state == "reloading") | 
|---|
| 816 | return WS_RELOADING; | 
|---|
| 817 | else if (state == "activating") | 
|---|
| 818 | return WS_ACTIVATING; | 
|---|
| 819 | else if (state == "deactivating") | 
|---|
| 820 | return WS_DEACTIVATING; | 
|---|
| 821 | else if (state == "inactive") | 
|---|
| 822 | return WS_INACTIVE; | 
|---|
| 823 | else if (state == "idle") | 
|---|
| 824 | return WS_IDLE; | 
|---|
| 825 | else | 
|---|
| 826 | { | 
|---|
| 827 | PRINTF(2)("state %s could not be identified.\n", state.c_str()); | 
|---|
| 828 | return WS_NONE; | 
|---|
| 829 | } | 
|---|
| 830 | } | 
|---|
| 831 |  | 
|---|
| 832 | /** | 
|---|
| 833 | * converts a State into a String | 
|---|
| 834 | * @param state the state to convert | 
|---|
| 835 | * @return a String matching the name of the state | 
|---|
| 836 | */ | 
|---|
| 837 | const char* Weapon::stateToChar(WeaponState state) | 
|---|
| 838 | { | 
|---|
| 839 | switch (state) | 
|---|
| 840 | { | 
|---|
| 841 | case WS_SHOOTING: | 
|---|
| 842 | return "shooting"; | 
|---|
| 843 | break; | 
|---|
| 844 | case WS_CHARGING: | 
|---|
| 845 | return "charging"; | 
|---|
| 846 | break; | 
|---|
| 847 | case WS_RELOADING: | 
|---|
| 848 | return "reloading"; | 
|---|
| 849 | break; | 
|---|
| 850 | case WS_ACTIVATING: | 
|---|
| 851 | return "activating"; | 
|---|
| 852 | break; | 
|---|
| 853 | case WS_DEACTIVATING: | 
|---|
| 854 | return "deactivating"; | 
|---|
| 855 | break; | 
|---|
| 856 | case WS_IDLE: | 
|---|
| 857 | return "idle"; | 
|---|
| 858 | break; | 
|---|
| 859 | case WS_INACTIVE: | 
|---|
| 860 | return "inactive"; | 
|---|
| 861 | break; | 
|---|
| 862 | default: | 
|---|
| 863 | return "none"; | 
|---|
| 864 | break; | 
|---|
| 865 | } | 
|---|
| 866 | } | 
|---|