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source: orxonox.OLD/branches/collision_detection/src/world_entities/weapons/weapon.cc @ 6782

Last change on this file since 6782 was 5671, checked in by bensch, 19 years ago

orxonox/trunk: renamed class LoadParam to CLoadParam and Macro LoadParamNew to LoadParam

File size: 19.4 KB
Line 
1
2/*
3   orxonox - the future of 3D-vertical-scrollers
4
5   Copyright (C) 2004 orx
6
7   This program is free software; you can redistribute it and/or modify
8   it under the terms of the GNU General Public License as published by
9   the Free Software Foundation; either version 2, or (at your option)
10   any later version.
11
12### File Specific
13   main-programmer: Patrick Boenzli
14   co-programmer: Benjamin Grauer
15
16   2005-07-15: Benjamin Grauer: restructurating the entire Class
17*/
18
19#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
20
21#include "weapon.h"
22
23#include "fast_factory.h"
24#include "projectile.h"
25
26#include "resource_manager.h"
27#include "class_list.h"
28#include "load_param.h"
29#include "state.h"
30#include "sound_engine.h"
31#include "animation3d.h"
32#include "vector.h"
33
34////////////////////
35// INITAILISATION //
36// SETTING VALUES //
37////////////////////
38/**
39 * standard constructor
40 *
41 * creates a new weapon
42*/
43Weapon::Weapon (WeaponManager* weaponManager)
44{
45  this->init();
46  this->setWeaponManager(weaponManager);
47}
48
49/**
50 * standard deconstructor
51*/
52Weapon::~Weapon ()
53{
54  for (int i = 0; i < WS_STATE_COUNT; i++)
55    if (this->animation[i] && ClassList::exists(animation[i], CL_ANIMATION))  //!< @todo this should check animation3D
56      delete this->animation[i];
57  for (int i = 0; i < WA_ACTION_COUNT; i++)
58    if (this->soundBuffers[i] != NULL && ClassList::exists(this->soundBuffers[i], CL_SOUND_BUFFER))
59      ResourceManager::getInstance()->unload(this->soundBuffers[i]);
60
61  if (ClassList::exists(this->soundSource, CL_SOUND_SOURCE))
62    delete this->soundSource;
63}
64
65/**
66 * initializes the Weapon with ALL default values
67 *
68 * This Sets the default values of the Weapon
69 */
70void Weapon::init()
71{
72  this->currentState     = WS_INACTIVE;            //< Normaly the Weapon is Inactive
73  this->requestedAction  = WA_NONE;                //< No action is requested by default
74  this->stateDuration    = 0.0;                    //< All the States have zero duration
75  for (int i = 0; i < WS_STATE_COUNT; i++)         //< Every State has:
76    {
77      this->times[i] = 0.0;                        //< An infinitesimal duration
78      this->animation[i] = NULL;                   //< No animation
79    }
80  for (int i = 0; i < WA_ACTION_COUNT; i++)
81    this->soundBuffers[i] = NULL;                  //< No Sounds
82
83  this->soundSource = new SoundSource(this);       //< Every Weapon has exacty one SoundSource.
84  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
85
86  this->projectile = CL_NULL;                      //< No Projectile Class is Connected to this weapon
87  this->projectileFactory = NULL;                  //< No Factory generating Projectiles is selected.
88
89  this->hideInactive = true;                       //< The Weapon will be hidden if it is inactive (by default)
90
91  this->minCharge = 1.0;                           //< The minimum charge the Weapon can hold is 1 unit.
92  this->maxCharge = 1.0;                           //< The maximum charge is also one unit.
93
94  this->energyLoaded = .0;                         //< How much energy is loaded in the Gun. (Weapons must be charged befor usage)
95  this->energyLoadedMax = 5.0;                     //< Each Weapon has a Maximum energy that can be charged onto it
96  this->energy = .0;                               //< The secondary Buffer (before we have to reload)
97  this->energyMax = 10.0;                          //< How much energy can be carried
98  this->capability = WTYPE_ALL;                    //< The Weapon has all capabilities @see W_Capability.
99
100  this->setWeaponManager(NULL);                    //< By default the Weapon is free, and unhandled by a WeaponManager (this is good for small enemies).
101}
102
103/**
104 * loads the Parameters of a Weapon
105 * @param root the XML-Element to load the Weapons settings from
106 */
107void Weapon::loadParams(const TiXmlElement* root)
108{
109  static_cast<WorldEntity*>(this)->loadParams(root);
110
111  LoadParam(root, "projectile", this, Weapon, setProjectileType)
112      .describe("Sets the name of the Projectile to load onto the Entity");
113
114  LoadParam(root, "emission-point", this, Weapon, setEmissionPoint)
115      .describe("Sets the Point of emission of this weapon");
116
117  LoadParam(root, "state-duration", this, Weapon, setStateDuration)
118      .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)");
119
120  LoadParam(root, "action-sound", this, Weapon, setActionSound)
121      .describe("Sets a given sound to an action (1: action-Name; 2: name of the sound (relative to the Data-Path))");
122}
123
124/**
125 * sets the Projectile to use for this weapon.
126 * @param projectile The ID of the Projectile to use
127 * @returns true, if it was sucessfull, false on error
128 *
129 * be aware, that this function does not create Factories, as this is job of Projecitle/Bullet-classes.
130 * What it does, is telling the Weapon what Projectiles it can Emit.
131 */
132void Weapon::setProjectileType(ClassID projectile)
133{
134  if (projectile == CL_NULL)
135    return;
136  this->projectile = projectile;
137  this->projectileFactory = FastFactory::searchFastFactory(projectile);
138  if (this->projectileFactory == NULL)
139  {
140    PRINTF(1)("unable to find FastFactory for the Projectile.\n");
141    return;
142  }
143  else
144  {
145    // grabbing Parameters from the Projectile to have them at hand here.
146    Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect());
147    this->minCharge = pj->getEnergyMin();
148    this->maxCharge = pj->getEnergyMax();
149    this->chargeable = pj->isChageable();
150    this->projectileFactory->kill(pj);
151  }
152}
153
154/**
155 * @see bool Weapon::setProjectile(ClassID projectile)
156 * @param projectile the Name of the Projectile.
157 */
158void Weapon::setProjectileType(const char* projectile)
159{
160  if (projectile == NULL)
161    return;
162  FastFactory* tmpFac = FastFactory::searchFastFactory(projectile);
163  if (tmpFac != NULL)
164  {
165    this->setProjectileType(tmpFac->getStoredID());
166  }
167  else
168  {
169    PRINTF(1)("Projectile %s does not exist for weapon %s\n", projectile, this->getName());
170  }
171}
172
173/**
174 * prepares Projectiles of the Weapon
175 * @param count how many Projectiles to create (they will be stored in the ProjectileFactory)
176 */
177void Weapon::prepareProjectiles(unsigned int count)
178{
179  if (likely(this->projectileFactory != NULL))
180    projectileFactory->prepare(count);
181  else
182    PRINTF(2)("unable to create %d projectile for Weapon %s (%s)\n", count, this->getName(), this->getClassName());
183}
184
185/**
186 * resurects and returns a Projectile
187 * @returns a Projectile on success, NULL on error
188 *
189 * errors: 1. (ProjectileFastFactory not Found)
190 *         2. No more Projectiles availiable.
191 */
192Projectile* Weapon::getProjectile()
193{
194  if (likely (this->projectileFactory != NULL))
195    return dynamic_cast<Projectile*>(this->projectileFactory->resurrect());
196  else
197  {
198    PRINTF(2)("No projectile defined for Weapon %s(%s) can't return any\n", this->getName(), this->getClassName());
199    return NULL;
200  }
201}
202
203
204/**
205 * sets the emissionPoint's relative position from the Weapon
206 * @param point the Point relative to the mass-point of the Weapon
207 */
208void Weapon::setEmissionPoint(const Vector& point)
209{
210  this->emissionPoint.setRelCoor(point);
211}
212
213/**
214 * assigns a Sound-file to an action
215 * @param action the action the sound should be assigned too
216 * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager)
217 */
218void Weapon::setActionSound(WeaponAction action, const char* soundFile)
219{
220  if (action >= WA_ACTION_COUNT)
221    return;
222  if (this->soundBuffers[action] != NULL)
223    ResourceManager::getInstance()->unload(this->soundBuffers[action]);
224
225  else if (soundFile != NULL)
226  {
227    this->soundBuffers[action] = (SoundBuffer*)ResourceManager::getInstance()->load(soundFile, WAV);
228    if (this->soundBuffers[action] != NULL)
229    {
230      PRINTF(4)("Loaded sound %s to action %s.\n", soundFile, actionToChar(action));
231    }
232    else
233    {
234      PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile, actionToChar(action));
235    }
236  }
237  else
238    this->soundBuffers[action] = NULL;
239}
240
241/**
242 * creates/returns an Animation3D for a certain State.
243 * @param state what State should the Animation be created/returned for
244 * @param node the node this Animation should apply to. (NULL is fine if the animation was already created)
245 * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist).
246 *
247 * This function does only generate the Animation Object, and if set it will
248 * automatically be executed, when a certain State is reached.
249 * What this does not do, is set keyframes, you have to operate on the returned animation.
250 */
251Animation3D* Weapon::getAnimation(WeaponState state, PNode* node)
252{
253  if (state >= WS_STATE_COUNT) // if the state is not known
254    return NULL;
255
256  if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it.
257  {
258    if (likely(node != NULL))
259      return this->animation[state] = new Animation3D(node);
260    else
261    {
262      PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state));
263      return NULL;
264    }
265  }
266  else
267    return this->animation[state];
268}
269
270/////////////////
271//  EXECUTION  //
272// GAME ACTION //
273/////////////////
274/**
275 * request an action that should be executed,
276 * @param action the next action to take
277 *
278 * This function must be called instead of the actions (like fire/reload...)
279 * to make all the checks needed to have a usefull WeaponSystem.
280 */
281void Weapon::requestAction(WeaponAction action)
282{
283  if (likely(this->isActive()))
284  {
285    if (this->requestedAction != WA_NONE)
286      return;
287    PRINTF(5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration);
288    this->requestedAction = action;
289  }
290  //else
291  else if (unlikely(action == WA_ACTIVATE))
292  {
293    this->currentState = WS_ACTIVATING;
294    this->requestedAction = WA_ACTIVATE;
295  }
296}
297
298/**
299 * adds energy to the Weapon
300 * @param energyToAdd The amount of energy
301 * @returns the amount of energy we did not pick up, because the weapon is already full
302 */
303float Weapon::increaseEnergy(float energyToAdd)
304{
305  float maxAddEnergy = this->energyMax - this->energy;
306
307  if (maxAddEnergy >= energyToAdd)
308  {
309    this->energy += energyToAdd;
310    return 0.0;
311  }
312  else
313  {
314    this->energy += maxAddEnergy;
315    return energyToAdd - maxAddEnergy;
316  }
317}
318
319////////////////////////////////////////////////////////////
320// WEAPON INTERNALS                                       //
321// These are functions, that no other Weapon should over- //
322// write. No class has direct Access to them, as it is    //
323// quite a complicated process, handling a Weapon from    //
324// the outside                                            //
325////////////////////////////////////////////////////////////
326/**
327 * executes an action, and with it starts a new State.
328 * @return true, if it worked, false otherwise
329 *
330 * This function checks, wheter the possibility of executing an action is valid,
331 * and does all the necessary stuff, to execute them. If an action does not succeed,
332 * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again)
333 */
334bool Weapon::execute()
335{
336#if DEBUG > 4
337  PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction));
338  this->debug();
339#endif
340
341  WeaponAction action = this->requestedAction;
342  this->requestedAction = WA_NONE;
343
344  switch (action)
345  {
346    case WA_SHOOT:
347      return this->fireW();
348      break;
349    case WA_CHARGE:
350      return this->chargeW();
351      break;
352    case WA_RELOAD:
353      return this->reloadW();
354      break;
355    case WA_DEACTIVATE:
356      return this->deactivateW();
357      break;
358    case WA_ACTIVATE:
359      return this->activateW();
360      break;
361  }
362}
363
364/**
365 * checks and activates the Weapon.
366 * @return true on success.
367 */
368bool Weapon::activateW()
369{
370//  if (this->currentState == WS_INACTIVE)
371  {
372        // play Sound
373    if (likely(this->soundBuffers[WA_ACTIVATE] != NULL))
374      this->soundSource->play(this->soundBuffers[WA_ACTIVATE]);
375        // activate
376    PRINTF(4)("Activating the Weapon %s\n", this->getName());
377    this->activate();
378    // setting up for next action
379    this->enterState(WS_ACTIVATING);
380  }
381}
382
383/**
384 * checks and deactivates the Weapon
385 * @return true on success.
386 */
387bool Weapon::deactivateW()
388{
389//  if (this->currentState != WS_INACTIVE)
390  {
391    PRINTF(4)("Deactivating the Weapon %s\n", this->getName());
392        // play Sound
393    if (this->soundBuffers[WA_DEACTIVATE] != NULL)
394      this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]);
395    // deactivate
396    this->deactivate();
397    this->enterState(WS_DEACTIVATING);
398  }
399}
400
401/**
402 * checks and charges the Weapon
403 * @return true on success.
404 */
405bool Weapon::chargeW()
406{
407  if ( this->currentState != WS_INACTIVE && this->energyLoaded >= this->minCharge)
408  {
409        // playing Sound
410    if (this->soundBuffers[WA_CHARGE] != NULL)
411      this->soundSource->play(this->soundBuffers[WA_CHARGE]);
412
413        // charge
414    this->charge();
415        // setting up for the next state
416    this->enterState(WS_CHARGING);
417  }
418  else // deactivate the Weapon if we do not have enough energy
419  {
420    this->requestAction(WA_RELOAD);
421  }
422}
423
424/**
425 * checks and fires the Weapon
426 * @return true on success.
427 */
428bool Weapon::fireW()
429{
430     //if (likely(this->currentState != WS_INACTIVE))
431  if (this->minCharge <= this->energyLoaded)
432  {
433          // playing Sound
434    if (this->soundBuffers[WA_SHOOT] != NULL)
435      this->soundSource->play(this->soundBuffers[WA_SHOOT]);
436          // fire
437    this->fire();
438    this->energyLoaded -= this->minCharge;
439          // setting up for the next state
440    this->enterState(WS_SHOOTING);
441  }
442  else  // reload if we still have the charge
443  {
444    this->requestAction(WA_RELOAD);
445    this->execute();
446  }
447}
448
449/**
450 * checks and Reloads the Weapon
451 * @return true on success.
452 */
453bool Weapon::reloadW()
454{
455  PRINTF(4)("Reloading Weapon %s\n", this->getName());
456  if (unlikely(this->energy + this->energyLoaded < this->minCharge))
457  {
458    this->requestAction(WA_DEACTIVATE);
459    this->execute();
460    return false;
461  }
462
463  float chargeSize = this->energyLoadedMax - this->energyLoaded;       //!< The energy to be charged
464
465  if (this->soundBuffers[WA_RELOAD] != NULL)
466    this->soundSource->play(this->soundBuffers[WA_RELOAD]);
467
468  if (chargeSize > this->energy)
469  {
470    this->energyLoaded += this->energy;
471    this->energy = 0.0;
472    PRINT(5)("Energy depleted\n");
473  }
474  else
475  {
476    PRINTF(5)("Loaded %f energy into the Guns Buffer\n", chargeSize);
477    this->energyLoaded += chargeSize;
478    this->energy -= chargeSize;
479  }
480  this->reload();
481  this->enterState(WS_RELOADING);
482}
483
484/**
485 * enters the requested State, plays back animations updates the timing.
486 * @param state the state to enter.
487 */
488inline void Weapon::enterState(WeaponState state)
489{
490  PRINTF(4)("ENTERING STATE %s\n", stateToChar(state));
491  // playing animation if availiable
492  if (likely(this->animation[state] != NULL))
493    this->animation[state]->replay();
494
495  this->stateDuration = this->times[state] + this->stateDuration;
496  this->currentState = state;
497}
498
499///////////////////
500//  WORLD-ENTITY //
501// FUNCTIONALITY //
502///////////////////
503/**
504 * tick signal for time dependent/driven stuff
505*/
506void Weapon::tickW(float dt)
507{
508  //printf("%s ", stateToChar(this->currentState));
509
510  // setting up the timing properties
511  this->stateDuration -= dt;
512
513  if (this->stateDuration <= 0.0)
514  {
515    if (unlikely (this->currentState == WS_DEACTIVATING))
516    {
517      this->currentState = WS_INACTIVE;
518      return;
519    }
520    else
521      this->currentState = WS_IDLE;
522
523    if (this->requestedAction != WA_NONE)
524    {
525      this->stateDuration = -dt;
526      this->execute();
527    }
528  }
529  tick(dt);
530}
531
532/**
533 *  this will draw the weapon
534*/
535void Weapon::draw () const
536{}
537
538
539
540
541
542//////////////////////
543// HELPER FUNCTIONS //
544//////////////////////
545/**
546 * checks wether all the Weapons functions are valid, and if it is possible to go to action with it.
547 * @todo IMPLEMENT the Weapons Check
548 */
549bool Weapon::check() const
550{
551  bool retVal = true;
552
553//  if (this->projectile == NULL)
554  {
555    PRINTF(1)("There was no projectile assigned to the Weapon.\n");
556    retVal = false;
557  }
558
559
560
561
562  return retVal;
563}
564
565/**
566 * some nice debugging information about this Weapon
567 */
568void Weapon::debug() const
569{
570  PRINT(3)("Weapon-Debug %s, state: %s, nextAction: %s\n", this->getName(), Weapon::stateToChar(this->currentState), Weapon::actionToChar(requestedAction));
571  PRINT(3)("Energy: max: %f; current: %f;  loadedMax: %f; loadedCurrent: %f; chargeMin: %f, chargeMax %f\n",
572            this->energyMax, this->energy, this->energyLoadedMax, this->energyLoaded, this->minCharge, this->maxCharge);
573
574
575}
576
577////////////////////////////////////////////////////////
578// static Definitions (transormators for readability) //
579////////////////////////////////////////////////////////
580/**
581 * Converts a String into an Action.
582 * @param action the String input holding the Action.
583 * @return The Action if known, WA_NONE otherwise.
584 */
585WeaponAction Weapon::charToAction(const char* action)
586{
587  if (!strcmp(action, "none"))
588    return WA_NONE;
589  else if (!strcmp(action, "shoot"))
590    return WA_SHOOT;
591  else if (!strcmp(action, "charge"))
592    return WA_CHARGE;
593  else if (!strcmp(action, "reload"))
594    return WA_RELOAD;
595  else if (!strcmp(action, "acitvate"))
596    return WA_ACTIVATE;
597  else if (!strcmp(action, "deactivate"))
598    return WA_DEACTIVATE;
599  else if (!strcmp(action, "special1"))
600    return WA_SPECIAL1;
601  else
602    {
603      PRINTF(2)("action %s could not be identified.\n", action);
604      return WA_NONE;
605    }
606}
607
608/**
609 * converts an action into a String
610 * @param action the action to convert
611 * @return a String matching the name of the action
612 */
613const char* Weapon::actionToChar(WeaponAction action)
614{
615  switch (action)
616  {
617    case WA_SHOOT:
618      return "shoot";
619      break;
620    case WA_CHARGE:
621      return "charge";
622      break;
623    case WA_RELOAD:
624      return "reload";
625      break;
626    case WA_ACTIVATE:
627      return "activate";
628      break;
629    case WA_DEACTIVATE:
630      return "deactivate";
631      break;
632    case WA_SPECIAL1:
633      return "special1";
634      break;
635    default:
636      return "none";
637      break;
638  }
639}
640
641/**
642 * Converts a String into a State.
643 * @param state the String input holding the State.
644 * @return The State if known, WS_NONE otherwise.
645 */
646WeaponState Weapon::charToState(const char* state)
647{
648  if (!strcmp(state, "none"))
649    return WS_NONE;
650  else if (!strcmp(state, "shooting"))
651    return WS_SHOOTING;
652  else if (!strcmp(state, "charging"))
653    return WS_CHARGING;
654  else if (!strcmp(state, "reloading"))
655    return WS_RELOADING;
656  else if (!strcmp(state, "activating"))
657    return WS_ACTIVATING;
658  else if (!strcmp(state, "deactivating"))
659    return WS_DEACTIVATING;
660  else if (!strcmp(state, "inactive"))
661    return WS_INACTIVE;
662  else if (!strcmp(state, "idle"))
663    return WS_IDLE;
664  else
665    {
666      PRINTF(2)("state %s could not be identified.\n", state);
667      return WS_NONE;
668    }
669}
670
671/**
672 * converts a State into a String
673 * @param state the state to convert
674 * @return a String matching the name of the state
675 */
676const char* Weapon::stateToChar(WeaponState state)
677{
678  switch (state)
679  {
680    case WS_SHOOTING:
681      return "shooting";
682      break;
683    case WS_CHARGING:
684      return "charging";
685      break;
686    case WS_RELOADING:
687      return "reloading";
688      break;
689    case WS_ACTIVATING:
690      return "activating";
691      break;
692    case WS_DEACTIVATING:
693      return "deactivating";
694      break;
695    case WS_IDLE:
696      return "idle";
697      break;
698    case WS_INACTIVE:
699      return "inactive";
700      break;
701    default:
702      return "none";
703      break;
704  }
705}
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