| 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 "world_entities/projectiles/projectile.h" |
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| 25 | |
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| 26 | #include "util/loading/resource_manager.h" |
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| 27 | #include "class_list.h" |
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| 28 | #include "util/loading/load_param.h" |
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| 29 | #include "state.h" |
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| 30 | #include "animation3d.h" |
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| 31 | |
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| 32 | #include "sound_source.h" |
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| 33 | #include "sound_buffer.h" |
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| 34 | |
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| 35 | #include "glgui_bar.h" |
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| 36 | |
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| 37 | //////////////////// |
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| 38 | // INITAILISATION // |
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| 39 | // SETTING VALUES // |
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| 40 | //////////////////// |
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| 41 | /** |
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| 42 | * standard constructor |
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| 43 | * |
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| 44 | * creates a new weapon |
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| 45 | */ |
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| 46 | Weapon::Weapon () |
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| 47 | { |
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| 48 | this->init(); |
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| 49 | } |
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| 50 | |
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| 51 | /** |
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| 52 | * standard deconstructor |
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| 53 | */ |
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| 54 | Weapon::~Weapon () |
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| 55 | { |
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| 56 | for (int i = 0; i < WS_STATE_COUNT; i++) |
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| 57 | if (this->animation[i] && ClassList::exists(animation[i], CL_ANIMATION)) //!< @todo this should check animation3D |
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| 58 | delete this->animation[i]; |
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| 59 | for (int i = 0; i < WA_ACTION_COUNT; i++) |
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| 60 | if (this->soundBuffers[i] != NULL && ClassList::exists(this->soundBuffers[i], CL_SOUND_BUFFER)) |
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| 61 | ResourceManager::getInstance()->unload(this->soundBuffers[i]); |
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| 62 | |
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| 63 | if (ClassList::exists(this->soundSource, CL_SOUND_SOURCE)) |
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| 64 | delete this->soundSource; |
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| 65 | } |
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| 66 | |
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| 67 | /** |
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| 68 | * initializes the Weapon with ALL default values |
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| 69 | * |
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| 70 | * This Sets the default values of the Weapon |
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| 71 | */ |
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| 72 | void Weapon::init() |
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| 73 | { |
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| 74 | this->currentState = WS_INACTIVE; //< Normaly the Weapon is Inactive |
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| 75 | this->requestedAction = WA_NONE; //< No action is requested by default |
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| 76 | this->stateDuration = 0.0; //< All the States have zero duration |
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| 77 | for (int i = 0; i < WS_STATE_COUNT; i++) //< Every State has: |
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| 78 | { |
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| 79 | this->times[i] = 0.0; //< An infinitesimal duration |
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| 80 | this->animation[i] = NULL; //< No animation |
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| 81 | } |
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| 82 | for (int i = 0; i < WA_ACTION_COUNT; i++) |
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| 83 | this->soundBuffers[i] = NULL; //< No Sounds |
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| 84 | |
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| 85 | this->soundSource = new SoundSource(this); //< Every Weapon has exacty one SoundSource. |
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| 86 | 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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| 87 | this->emissionPoint.setName("EmissionPoint"); |
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| 88 | this->emissionPoint.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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| 89 | |
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| 90 | this->defaultTarget = NULL; //< Nothing is Targeted by default. |
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| 91 | |
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| 92 | this->projectile = CL_NULL; //< No Projectile Class is Connected to this weapon |
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| 93 | this->projectileFactory = NULL; //< No Factory generating Projectiles is selected. |
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| 94 | |
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| 95 | this->hideInactive = true; //< The Weapon will be hidden if it is inactive (by default) |
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| 96 | |
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| 97 | this->minCharge = 1.0; //< The minimum charge the Weapon can hold is 1 unit. |
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| 98 | this->maxCharge = 1.0; //< The maximum charge is also one unit. |
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| 99 | |
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| 100 | this->energy = 10; //< The secondary Buffer (before we have to reload) |
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| 101 | this->energyMax = 10.0; //< How much energy can be carried |
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| 102 | this->capability = WTYPE_ALL; //< The Weapon has all capabilities @see W_Capability. |
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| 103 | |
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| 104 | this->energyWidget = NULL; |
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| 105 | |
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| 106 | // set this object to be synchronized over network |
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| 107 | //this->setSynchronized(true); |
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| 108 | } |
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| 109 | |
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| 110 | /** |
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| 111 | * loads the Parameters of a Weapon |
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| 112 | * @param root the XML-Element to load the Weapons settings from |
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| 113 | */ |
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| 114 | void Weapon::loadParams(const TiXmlElement* root) |
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| 115 | { |
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| 116 | WorldEntity::loadParams(root); |
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| 117 | |
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| 118 | LoadParam(root, "projectile", this, Weapon, setProjectileTypeC) |
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| 119 | .describe("Sets the name of the Projectile to load onto the Entity"); |
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| 120 | |
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| 121 | LoadParam(root, "emission-point", this, Weapon, setEmissionPoint) |
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| 122 | .describe("Sets the Point of emission of this weapon"); |
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| 123 | |
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| 124 | LoadParam(root, "state-duration", this, Weapon, setStateDuration) |
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| 125 | .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)"); |
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| 126 | |
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| 127 | LoadParam(root, "action-sound", this, Weapon, setActionSound) |
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| 128 | .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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| 129 | } |
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| 130 | |
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| 131 | |
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| 132 | /** |
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| 133 | * sets the Projectile to use for this weapon. |
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| 134 | * @param projectile The ID of the Projectile to use |
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| 135 | * @returns true, if it was sucessfull, false on error |
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| 136 | * |
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| 137 | * be aware, that this function does not create Factories, as this is job of Projecitle/Bullet-classes. |
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| 138 | * What it does, is telling the Weapon what Projectiles it can Emit. |
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| 139 | */ |
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| 140 | void Weapon::setProjectileType(ClassID projectile) |
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| 141 | { |
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| 142 | if (projectile == CL_NULL) |
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| 143 | return; |
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| 144 | this->projectile = projectile; |
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| 145 | this->projectileFactory = FastFactory::searchFastFactory(projectile); |
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| 146 | if (this->projectileFactory == NULL) |
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| 147 | { |
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| 148 | PRINTF(1)("unable to find FastFactory for the Projectile.\n"); |
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| 149 | return; |
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| 150 | } |
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| 151 | else |
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| 152 | { |
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| 153 | // grabbing Parameters from the Projectile to have them at hand here. |
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| 154 | Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); |
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| 155 | this->minCharge = pj->getMinEnergy(); |
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| 156 | this->maxCharge = pj->getHealthMax(); |
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| 157 | this->chargeable = pj->isChageable(); |
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| 158 | this->projectileFactory->kill(pj); |
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| 159 | } |
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| 160 | } |
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| 161 | |
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| 162 | |
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| 163 | /** |
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| 164 | * @see bool Weapon::setProjectile(ClassID projectile) |
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| 165 | * @param projectile the Name of the Projectile. |
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| 166 | */ |
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| 167 | void Weapon::setProjectileTypeC(const std::string& projectile) |
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| 168 | { |
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| 169 | FastFactory* tmpFac = FastFactory::searchFastFactory(projectile); |
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| 170 | if (tmpFac != NULL) |
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| 171 | { |
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| 172 | this->setProjectileType(tmpFac->getStoredID()); |
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| 173 | } |
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| 174 | else |
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| 175 | { |
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| 176 | PRINTF(1)("Projectile %s does not exist for weapon %s\n", projectile.c_str(), this->getName()); |
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| 177 | } |
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| 178 | } |
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| 179 | |
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| 180 | |
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| 181 | /** |
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| 182 | * prepares Projectiles of the Weapon |
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| 183 | * @param count how many Projectiles to create (they will be stored in the ProjectileFactory) |
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| 184 | */ |
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| 185 | void Weapon::prepareProjectiles(unsigned int count) |
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| 186 | { |
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| 187 | if (likely(this->projectileFactory != NULL)) |
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| 188 | projectileFactory->prepare(count); |
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| 189 | else |
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| 190 | PRINTF(2)("unable to create %d projectile for Weapon %s (%s)\n", count, this->getName(), this->getClassName()); |
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| 191 | } |
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| 192 | |
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| 193 | |
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| 194 | /** |
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| 195 | * resurects and returns a Projectile |
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| 196 | * @returns a Projectile on success, NULL on error |
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| 197 | * |
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| 198 | * errors: 1. (ProjectileFastFactory not Found) |
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| 199 | * 2. No more Projectiles availiable. |
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| 200 | */ |
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| 201 | Projectile* Weapon::getProjectile() |
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| 202 | { |
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| 203 | if (likely (this->projectileFactory != NULL)) |
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| 204 | { |
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| 205 | Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); |
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| 206 | pj->toList((OM_LIST)(this->getOMListNumber()+1)); |
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| 207 | return pj; |
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| 208 | } |
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| 209 | else |
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| 210 | { |
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| 211 | PRINTF(2)("No projectile defined for Weapon %s(%s) can't return any\n", this->getName(), this->getClassName()); |
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| 212 | return NULL; |
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| 213 | } |
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| 214 | } |
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| 215 | |
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| 216 | |
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| 217 | /** |
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| 218 | * sets the emissionPoint's relative position from the Weapon |
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| 219 | * @param point the Point relative to the mass-point of the Weapon |
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| 220 | */ |
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| 221 | void Weapon::setEmissionPoint(const Vector& point) |
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| 222 | { |
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| 223 | this->emissionPoint.setRelCoor(point); |
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| 224 | } |
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| 225 | |
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| 226 | |
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| 227 | /** |
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| 228 | * assigns a Sound-file to an action |
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| 229 | * @param action the action the sound should be assigned too |
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| 230 | * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager) |
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| 231 | */ |
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| 232 | void Weapon::setActionSound(WeaponAction action, const std::string& soundFile) |
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| 233 | { |
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| 234 | if (action >= WA_ACTION_COUNT) |
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| 235 | return; |
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| 236 | if (this->soundBuffers[action] != NULL) |
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| 237 | ResourceManager::getInstance()->unload(this->soundBuffers[action]); |
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| 238 | |
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| 239 | else if (!soundFile.empty()) |
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| 240 | { |
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| 241 | this->soundBuffers[action] = (SoundBuffer*)ResourceManager::getInstance()->load(soundFile, WAV); |
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| 242 | if (this->soundBuffers[action] != NULL) |
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| 243 | { |
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| 244 | PRINTF(4)("Loaded sound %s to action %s.\n", soundFile.c_str(), actionToChar(action)); |
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| 245 | } |
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| 246 | else |
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| 247 | { |
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| 248 | PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile.c_str(), actionToChar(action)); |
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| 249 | } |
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| 250 | } |
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| 251 | else |
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| 252 | this->soundBuffers[action] = NULL; |
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| 253 | } |
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| 254 | |
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| 255 | |
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| 256 | /** |
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| 257 | * creates/returns an Animation3D for a certain State. |
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| 258 | * @param state what State should the Animation be created/returned for |
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| 259 | * @param node the node this Animation should apply to. (NULL is fine if the animation was already created) |
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| 260 | * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist). |
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| 261 | * |
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| 262 | * This function does only generate the Animation Object, and if set it will |
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| 263 | * automatically be executed, when a certain State is reached. |
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| 264 | * What this does not do, is set keyframes, you have to operate on the returned animation. |
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| 265 | */ |
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| 266 | Animation3D* Weapon::getAnimation(WeaponState state, PNode* node) |
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| 267 | { |
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| 268 | if (state >= WS_STATE_COUNT) // if the state is not known |
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| 269 | return NULL; |
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| 270 | |
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| 271 | if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it. |
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| 272 | { |
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| 273 | if (likely(node != NULL)) |
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| 274 | return this->animation[state] = new Animation3D(node); |
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| 275 | else |
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| 276 | { |
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| 277 | PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state)); |
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| 278 | return NULL; |
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| 279 | } |
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| 280 | } |
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| 281 | else |
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| 282 | return this->animation[state]; |
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| 283 | } |
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| 284 | |
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| 285 | GLGuiWidget* Weapon::getEnergyWidget() |
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| 286 | { |
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| 287 | if (this->energyWidget == NULL) |
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| 288 | { |
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| 289 | this->energyWidget = new GLGuiBar; |
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| 290 | this->energyWidget->setSize2D( 20, 100); |
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| 291 | this->energyWidget->setMaximum(this->getEnergyMax()); |
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| 292 | this->energyWidget->setValue(this->getEnergy()); |
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| 293 | } |
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| 294 | return this->energyWidget; |
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| 295 | } |
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| 296 | |
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| 297 | void Weapon::updateWidgets() |
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| 298 | { |
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| 299 | if (this->energyWidget != NULL) |
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| 300 | { |
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| 301 | this->energyWidget->setMaximum(this->energyMax); |
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| 302 | this->energyWidget->setValue(this->energy); |
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| 303 | } |
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| 304 | } |
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| 305 | |
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| 306 | ///////////////// |
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| 307 | // EXECUTION // |
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| 308 | // GAME ACTION // |
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| 309 | ///////////////// |
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| 310 | /** |
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| 311 | * request an action that should be executed, |
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| 312 | * @param action the next action to take |
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| 313 | * |
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| 314 | * This function must be called instead of the actions (like fire/reload...) |
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| 315 | * to make all the checks needed to have a usefull WeaponSystem. |
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| 316 | */ |
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| 317 | void Weapon::requestAction(WeaponAction action) |
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| 318 | { |
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| 319 | if (likely(this->isActive())) |
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| 320 | { |
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| 321 | if (this->requestedAction != WA_NONE) |
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| 322 | return; |
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| 323 | PRINTF(5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration); |
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| 324 | this->requestedAction = action; |
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| 325 | } |
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| 326 | //else |
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| 327 | else if (unlikely(action == WA_ACTIVATE)) |
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| 328 | { |
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| 329 | this->currentState = WS_ACTIVATING; |
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| 330 | this->requestedAction = WA_ACTIVATE; |
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| 331 | } |
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| 332 | } |
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| 333 | |
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| 334 | |
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| 335 | /** |
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| 336 | * adds energy to the Weapon |
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| 337 | * @param energyToAdd The amount of energy |
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| 338 | * @returns the amount of energy we did not pick up, because the weapon is already full |
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| 339 | */ |
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| 340 | float Weapon::increaseEnergy(float energyToAdd) |
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| 341 | { |
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| 342 | float maxAddEnergy = this->energyMax - this->energy; |
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| 343 | |
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| 344 | if (maxAddEnergy >= energyToAdd) |
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| 345 | { |
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| 346 | this->energy += energyToAdd; |
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| 347 | return 0.0; |
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| 348 | } |
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| 349 | else |
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| 350 | { |
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| 351 | this->energy += maxAddEnergy; |
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| 352 | return energyToAdd - maxAddEnergy; |
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| 353 | } |
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| 354 | } |
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| 355 | |
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| 356 | |
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| 357 | //////////////////////////////////////////////////////////// |
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| 358 | // WEAPON INTERNALS // |
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| 359 | // These are functions, that no other Weapon should over- // |
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| 360 | // write. No class has direct Access to them, as it is // |
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| 361 | // quite a complicated process, handling a Weapon from // |
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| 362 | // the outside // |
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| 363 | //////////////////////////////////////////////////////////// |
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| 364 | /** |
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| 365 | * executes an action, and with it starts a new State. |
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| 366 | * @return true, if it worked, false otherwise |
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| 367 | * |
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| 368 | * This function checks, wheter the possibility of executing an action is valid, |
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| 369 | * and does all the necessary stuff, to execute them. If an action does not succeed, |
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| 370 | * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again) |
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| 371 | */ |
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| 372 | bool Weapon::execute() |
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| 373 | { |
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| 374 | #if DEBUG > 4 |
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| 375 | PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction)); |
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| 376 | this->debug(); |
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| 377 | #endif |
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| 378 | |
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| 379 | WeaponAction action = this->requestedAction; |
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| 380 | this->requestedAction = WA_NONE; |
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| 381 | |
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| 382 | switch (action) |
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| 383 | { |
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| 384 | case WA_SHOOT: |
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| 385 | return this->fireW(); |
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| 386 | break; |
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| 387 | case WA_CHARGE: |
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| 388 | return this->chargeW(); |
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| 389 | break; |
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| 390 | case WA_RELOAD: |
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| 391 | return this->reloadW(); |
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| 392 | break; |
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| 393 | case WA_DEACTIVATE: |
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| 394 | return this->deactivateW(); |
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| 395 | break; |
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| 396 | case WA_ACTIVATE: |
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| 397 | return this->activateW(); |
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| 398 | break; |
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| 399 | } |
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| 400 | } |
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| 401 | |
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| 402 | /** |
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| 403 | * checks and activates the Weapon. |
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| 404 | * @return true on success. |
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| 405 | */ |
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| 406 | bool Weapon::activateW() |
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| 407 | { |
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| 408 | // if (this->currentState == WS_INACTIVE) |
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| 409 | { |
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| 410 | // play Sound |
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| 411 | if (likely(this->soundBuffers[WA_ACTIVATE] != NULL)) |
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| 412 | this->soundSource->play(this->soundBuffers[WA_ACTIVATE]); |
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| 413 | this->updateWidgets(); |
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| 414 | // activate |
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| 415 | PRINTF(4)("Activating the Weapon %s\n", this->getName()); |
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| 416 | this->activate(); |
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| 417 | // setting up for next action |
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| 418 | this->enterState(WS_ACTIVATING); |
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| 419 | } |
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| 420 | } |
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| 421 | |
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| 422 | /** |
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| 423 | * checks and deactivates the Weapon |
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| 424 | * @return true on success. |
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| 425 | */ |
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| 426 | bool Weapon::deactivateW() |
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| 427 | { |
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| 428 | // if (this->currentState != WS_INACTIVE) |
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| 429 | { |
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| 430 | PRINTF(4)("Deactivating the Weapon %s\n", this->getName()); |
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| 431 | // play Sound |
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| 432 | if (this->soundBuffers[WA_DEACTIVATE] != NULL) |
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| 433 | this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]); |
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| 434 | // deactivate |
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| 435 | this->deactivate(); |
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| 436 | this->enterState(WS_DEACTIVATING); |
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| 437 | } |
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| 438 | } |
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| 439 | |
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| 440 | /** |
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| 441 | * checks and charges the Weapon |
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| 442 | * @return true on success. |
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| 443 | */ |
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| 444 | bool Weapon::chargeW() |
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| 445 | { |
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| 446 | if ( this->currentState != WS_INACTIVE && this->energy >= this->minCharge) |
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| 447 | { |
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| 448 | // playing Sound |
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| 449 | if (this->soundBuffers[WA_CHARGE] != NULL) |
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| 450 | this->soundSource->play(this->soundBuffers[WA_CHARGE]); |
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| 451 | |
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| 452 | // charge |
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| 453 | this->charge(); |
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| 454 | // setting up for the next state |
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| 455 | this->enterState(WS_CHARGING); |
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| 456 | } |
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| 457 | else // deactivate the Weapon if we do not have enough energy |
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| 458 | { |
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| 459 | this->requestAction(WA_RELOAD); |
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| 460 | } |
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| 461 | } |
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| 462 | |
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| 463 | /** |
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| 464 | * checks and fires the Weapon |
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| 465 | * @return true on success. |
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| 466 | */ |
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| 467 | bool Weapon::fireW() |
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| 468 | { |
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| 469 | //if (likely(this->currentState != WS_INACTIVE)) |
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| 470 | if (this->minCharge <= this->energy) |
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| 471 | { |
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| 472 | // playing Sound |
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| 473 | if (this->soundBuffers[WA_SHOOT] != NULL) |
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| 474 | this->soundSource->play(this->soundBuffers[WA_SHOOT]); |
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| 475 | this->updateWidgets(); |
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| 476 | // fire |
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| 477 | this->energy -= this->minCharge; |
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| 478 | this->fire(); |
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| 479 | // setting up for the next state |
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| 480 | this->enterState(WS_SHOOTING); |
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| 481 | } |
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| 482 | else // reload if we still have the charge |
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| 483 | { |
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| 484 | this->requestAction(WA_RELOAD); |
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| 485 | this->execute(); |
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| 486 | } |
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| 487 | } |
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| 488 | |
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| 489 | /** |
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| 490 | * checks and Reloads the Weapon |
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| 491 | * @return true on success. |
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| 492 | */ |
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| 493 | bool Weapon::reloadW() |
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| 494 | { |
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| 495 | PRINTF(4)("Reloading Weapon %s\n", this->getName()); |
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| 496 | if (this->ammoContainer.get() != NULL && |
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| 497 | unlikely(this->energy + this->ammoContainer->getStoredEnergy() < this->minCharge)) |
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| 498 | { |
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| 499 | this->requestAction(WA_DEACTIVATE); |
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| 500 | this->execute(); |
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| 501 | return false; |
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| 502 | } |
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| 503 | |
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| 504 | |
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| 505 | if (this->soundBuffers[WA_RELOAD] != NULL) |
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| 506 | this->soundSource->play(this->soundBuffers[WA_RELOAD]); |
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| 507 | |
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| 508 | if (this->ammoContainer.get() != NULL) |
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| 509 | this->ammoContainer->fillWeapon(this); |
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| 510 | else |
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| 511 | { |
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| 512 | this->energy = this->energyMax; |
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| 513 | } |
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| 514 | this->updateWidgets(); |
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| 515 | this->reload(); |
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| 516 | this->enterState(WS_RELOADING); |
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| 517 | } |
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| 518 | |
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| 519 | /** |
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| 520 | * enters the requested State, plays back animations updates the timing. |
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| 521 | * @param state the state to enter. |
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| 522 | */ |
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| 523 | inline void Weapon::enterState(WeaponState state) |
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| 524 | { |
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| 525 | PRINTF(4)("ENTERING STATE %s\n", stateToChar(state)); |
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| 526 | // playing animation if availiable |
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| 527 | if (likely(this->animation[state] != NULL)) |
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| 528 | this->animation[state]->replay(); |
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| 529 | |
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| 530 | this->stateDuration += this->times[state]; |
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| 531 | this->currentState = state; |
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| 532 | } |
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| 533 | |
|---|
| 534 | /////////////////// |
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| 535 | // WORLD-ENTITY // |
|---|
| 536 | // FUNCTIONALITY // |
|---|
| 537 | /////////////////// |
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| 538 | /** |
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| 539 | * tick signal for time dependent/driven stuff |
|---|
| 540 | */ |
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| 541 | bool Weapon::tickW(float dt) |
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| 542 | { |
|---|
| 543 | //printf("%s ", stateToChar(this->currentState)); |
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| 544 | |
|---|
| 545 | // setting up the timing properties |
|---|
| 546 | this->stateDuration -= dt; |
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| 547 | |
|---|
| 548 | if (this->stateDuration <= 0.0) |
|---|
| 549 | { |
|---|
| 550 | if (unlikely (this->currentState == WS_DEACTIVATING)) |
|---|
| 551 | { |
|---|
| 552 | this->currentState = WS_INACTIVE; |
|---|
| 553 | return false; |
|---|
| 554 | } |
|---|
| 555 | else |
|---|
| 556 | this->currentState = WS_IDLE; |
|---|
| 557 | |
|---|
| 558 | if (this->requestedAction != WA_NONE) |
|---|
| 559 | { |
|---|
| 560 | this->stateDuration = -dt; |
|---|
| 561 | this->execute(); |
|---|
| 562 | } |
|---|
| 563 | } |
|---|
| 564 | return true; |
|---|
| 565 | } |
|---|
| 566 | |
|---|
| 567 | |
|---|
| 568 | |
|---|
| 569 | |
|---|
| 570 | ////////////////////// |
|---|
| 571 | // HELPER FUNCTIONS // |
|---|
| 572 | ////////////////////// |
|---|
| 573 | /** |
|---|
| 574 | * checks wether all the Weapons functions are valid, and if it is possible to go to action with it. |
|---|
| 575 | * @todo IMPLEMENT the Weapons Check |
|---|
| 576 | */ |
|---|
| 577 | bool Weapon::check() const |
|---|
| 578 | { |
|---|
| 579 | bool retVal = true; |
|---|
| 580 | |
|---|
| 581 | // if (this->projectile == NULL) |
|---|
| 582 | { |
|---|
| 583 | PRINTF(1)("There was no projectile assigned to the Weapon.\n"); |
|---|
| 584 | retVal = false; |
|---|
| 585 | } |
|---|
| 586 | |
|---|
| 587 | |
|---|
| 588 | |
|---|
| 589 | |
|---|
| 590 | return retVal; |
|---|
| 591 | } |
|---|
| 592 | |
|---|
| 593 | /** |
|---|
| 594 | * some nice debugging information about this Weapon |
|---|
| 595 | */ |
|---|
| 596 | void Weapon::debug() const |
|---|
| 597 | { |
|---|
| 598 | PRINT(0)("Weapon-Debug %s, state: %s (duration: %fs), nextAction: %s\n", this->getName(), Weapon::stateToChar(this->currentState), this->stateDuration, Weapon::actionToChar(requestedAction)); |
|---|
| 599 | PRINT(0)("Energy: max: %f; current: %f; chargeMin: %f, chargeMax %f\n", |
|---|
| 600 | this->energyMax, this->energy, this->minCharge, this->maxCharge); |
|---|
| 601 | |
|---|
| 602 | |
|---|
| 603 | } |
|---|
| 604 | |
|---|
| 605 | //////////////////////////////////////////////////////// |
|---|
| 606 | // static Definitions (transormators for readability) // |
|---|
| 607 | //////////////////////////////////////////////////////// |
|---|
| 608 | /** |
|---|
| 609 | * Converts a String into an Action. |
|---|
| 610 | * @param action the String input holding the Action. |
|---|
| 611 | * @return The Action if known, WA_NONE otherwise. |
|---|
| 612 | */ |
|---|
| 613 | WeaponAction Weapon::charToAction(const std::string& action) |
|---|
| 614 | { |
|---|
| 615 | if (action == "none") |
|---|
| 616 | return WA_NONE; |
|---|
| 617 | else if (action == "shoot") |
|---|
| 618 | return WA_SHOOT; |
|---|
| 619 | else if (action == "charge") |
|---|
| 620 | return WA_CHARGE; |
|---|
| 621 | else if (action == "reload") |
|---|
| 622 | return WA_RELOAD; |
|---|
| 623 | else if (action == "acitvate") |
|---|
| 624 | return WA_ACTIVATE; |
|---|
| 625 | else if (action == "deactivate") |
|---|
| 626 | return WA_DEACTIVATE; |
|---|
| 627 | else if (action == "special1") |
|---|
| 628 | return WA_SPECIAL1; |
|---|
| 629 | else |
|---|
| 630 | { |
|---|
| 631 | PRINTF(2)("action %s could not be identified.\n", action.c_str()); |
|---|
| 632 | return WA_NONE; |
|---|
| 633 | } |
|---|
| 634 | } |
|---|
| 635 | |
|---|
| 636 | /** |
|---|
| 637 | * converts an action into a String |
|---|
| 638 | * @param action the action to convert |
|---|
| 639 | * @return a String matching the name of the action |
|---|
| 640 | */ |
|---|
| 641 | const char* Weapon::actionToChar(WeaponAction action) |
|---|
| 642 | { |
|---|
| 643 | switch (action) |
|---|
| 644 | { |
|---|
| 645 | case WA_SHOOT: |
|---|
| 646 | return "shoot"; |
|---|
| 647 | break; |
|---|
| 648 | case WA_CHARGE: |
|---|
| 649 | return "charge"; |
|---|
| 650 | break; |
|---|
| 651 | case WA_RELOAD: |
|---|
| 652 | return "reload"; |
|---|
| 653 | break; |
|---|
| 654 | case WA_ACTIVATE: |
|---|
| 655 | return "activate"; |
|---|
| 656 | break; |
|---|
| 657 | case WA_DEACTIVATE: |
|---|
| 658 | return "deactivate"; |
|---|
| 659 | break; |
|---|
| 660 | case WA_SPECIAL1: |
|---|
| 661 | return "special1"; |
|---|
| 662 | break; |
|---|
| 663 | default: |
|---|
| 664 | return "none"; |
|---|
| 665 | break; |
|---|
| 666 | } |
|---|
| 667 | } |
|---|
| 668 | |
|---|
| 669 | /** |
|---|
| 670 | * Converts a String into a State. |
|---|
| 671 | * @param state the String input holding the State. |
|---|
| 672 | * @return The State if known, WS_NONE otherwise. |
|---|
| 673 | */ |
|---|
| 674 | WeaponState Weapon::charToState(const std::string& state) |
|---|
| 675 | { |
|---|
| 676 | if (state == "none") |
|---|
| 677 | return WS_NONE; |
|---|
| 678 | else if (state == "shooting") |
|---|
| 679 | return WS_SHOOTING; |
|---|
| 680 | else if (state == "charging") |
|---|
| 681 | return WS_CHARGING; |
|---|
| 682 | else if (state == "reloading") |
|---|
| 683 | return WS_RELOADING; |
|---|
| 684 | else if (state == "activating") |
|---|
| 685 | return WS_ACTIVATING; |
|---|
| 686 | else if (state == "deactivating") |
|---|
| 687 | return WS_DEACTIVATING; |
|---|
| 688 | else if (state == "inactive") |
|---|
| 689 | return WS_INACTIVE; |
|---|
| 690 | else if (state == "idle") |
|---|
| 691 | return WS_IDLE; |
|---|
| 692 | else |
|---|
| 693 | { |
|---|
| 694 | PRINTF(2)("state %s could not be identified.\n", state.c_str()); |
|---|
| 695 | return WS_NONE; |
|---|
| 696 | } |
|---|
| 697 | } |
|---|
| 698 | |
|---|
| 699 | /** |
|---|
| 700 | * converts a State into a String |
|---|
| 701 | * @param state the state to convert |
|---|
| 702 | * @return a String matching the name of the state |
|---|
| 703 | */ |
|---|
| 704 | const char* Weapon::stateToChar(WeaponState state) |
|---|
| 705 | { |
|---|
| 706 | switch (state) |
|---|
| 707 | { |
|---|
| 708 | case WS_SHOOTING: |
|---|
| 709 | return "shooting"; |
|---|
| 710 | break; |
|---|
| 711 | case WS_CHARGING: |
|---|
| 712 | return "charging"; |
|---|
| 713 | break; |
|---|
| 714 | case WS_RELOADING: |
|---|
| 715 | return "reloading"; |
|---|
| 716 | break; |
|---|
| 717 | case WS_ACTIVATING: |
|---|
| 718 | return "activating"; |
|---|
| 719 | break; |
|---|
| 720 | case WS_DEACTIVATING: |
|---|
| 721 | return "deactivating"; |
|---|
| 722 | break; |
|---|
| 723 | case WS_IDLE: |
|---|
| 724 | return "idle"; |
|---|
| 725 | break; |
|---|
| 726 | case WS_INACTIVE: |
|---|
| 727 | return "inactive"; |
|---|
| 728 | break; |
|---|
| 729 | default: |
|---|
| 730 | return "none"; |
|---|
| 731 | break; |
|---|
| 732 | } |
|---|
| 733 | } |
|---|