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source: orxonox.OLD/branches/playability/src/world_entities/weapons/weapon.cc @ 9975

Last change on this file since 9975 was 9966, checked in by marcscha, 18 years ago

move of HUD update from SpaceShip to Weapon::increaseEnergy

File size: 20.2 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 "loading/fast_factory.h"
24#include "world_entities/projectiles/projectile.h"
25
26#include "util/loading/factory.h"
27#include "util/loading/load_param.h"
28#include "state.h"
29#include "animation3d.h"
30
31#include "sound_source.h"
32#include "sound_buffer.h"
33#include "resource_sound_buffer.h"
34
35#include "elements/glgui_energywidget.h"
36
37ObjectListDefinition(Weapon);
38
39////////////////////
40// INITAILISATION //
41// SETTING VALUES //
42////////////////////
43/**
44 * standard constructor
45 *
46 * creates a new weapon
47*/
48Weapon::Weapon ()
49{
50  this->init();
51}
52
53/**
54 * standard deconstructor
55*/
56Weapon::~Weapon ()
57{
58  for (int i = 0; i < WS_STATE_COUNT; i++)
59    if (this->animation[i] && Animation::objectList().exists(animation[i]))  //!< @todo this should check animation3D
60      delete this->animation[i];
61
62  if (OrxSound::SoundSource::objectList().exists(this->soundSource))
63    delete this->soundSource;
64}
65
66/**
67 * @brief creates a new Weapon of type weaponID and returns it.
68 * @param weaponID the WeaponID type to create.
69 * @returns the newly created Weapon.
70 */
71Weapon* Weapon::createWeapon(const ClassID& weaponID)
72{
73  BaseObject* createdObject = Factory::fabricate(weaponID);
74  if (createdObject != NULL)
75  {
76    if (createdObject->isA(Weapon::staticClassID()))
77      return dynamic_cast<Weapon*>(createdObject);
78    else
79    {
80      delete createdObject;
81      return NULL;
82    }
83  }
84  return NULL;
85}
86
87Weapon* Weapon::createWeapon(const std::string& weaponName)
88{
89  BaseObject* createdObject = Factory::fabricate(weaponName);
90  if (createdObject != NULL)
91  {
92    if (createdObject->isA(Weapon::staticClassID()))
93      return dynamic_cast<Weapon*>(createdObject);
94    else
95    {
96      delete createdObject;
97      return NULL;
98    }
99  }
100  return NULL;
101}
102
103
104/**
105 * initializes the Weapon with ALL default values
106 *
107 * This Sets the default values of the Weapon
108 */
109void Weapon::init()
110{
111  this->registerObject(this, Weapon::_objectList);
112  this->currentState     = WS_INACTIVE;            //< Normaly the Weapon is Inactive
113  this->requestedAction  = WA_NONE;                //< No action is requested by default
114  this->stateDuration    = 0.0;                    //< All the States have zero duration
115  for (int i = 0; i < WS_STATE_COUNT; i++)         //< Every State has:
116  {
117    this->times[i] = 0.0;                        //< An infinitesimal duration
118    this->animation[i] = NULL;                   //< No animation
119  }
120
121  this->soundSource = new OrxSound::SoundSource(this);       //< Every Weapon has exacty one SoundSource.
122  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
123  this->emissionPoint.setName("EmissionPoint");
124  this->emissionPoint.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
125
126  this->defaultTarget = NULL;                      //< Nothing is Targeted by default.
127
128  this->projectile = NullClass::staticClassID();         //< No Projectile Class is Connected to this weapon
129  this->projectileFactory = NULL;                  //< No Factory generating Projectiles is selected.
130
131  this->hideInactive = true;                       //< The Weapon will be hidden if it is inactive (by default)
132
133  this->minCharge = 1.0;                           //< The minimum charge the Weapon can hold is 1 unit.
134  this->maxCharge = 1.0;                           //< The maximum charge is also one unit.
135
136  this->energy = 10;                               //< The secondary Buffer (before we have to reload)
137  this->energyMax = 10.0;                          //< How much energy can be carried
138  this->capability = WTYPE_ALL;                    //< The Weapon has all capabilities @see W_Capability.
139
140  this->energyWidget = NULL;
141
142  // set this object to be synchronized over network
143  //this->setSynchronized(true);
144}
145
146/**
147 * loads the Parameters of a Weapon
148 * @param root the XML-Element to load the Weapons settings from
149 */
150void Weapon::loadParams(const TiXmlElement* root)
151{
152  WorldEntity::loadParams(root);
153
154  LoadParam(root, "projectile", this, Weapon, setProjectileTypeC)
155  .describe("Sets the name of the Projectile to load onto the Entity");
156
157  LoadParam(root, "emission-point", this, Weapon, setEmissionPoint)
158  .describe("Sets the Point of emission of this weapon");
159
160  LoadParam(root, "state-duration", this, Weapon, setStateDuration)
161  .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)");
162
163  LoadParam(root, "action-sound", this, Weapon, setActionSound)
164  .describe("Sets a given sound to an action (1: action-Name; 2: name of the sound (relative to the Data-Path))");
165}
166
167
168/**
169 * sets the Projectile to use for this weapon.
170 * @param projectile The ID of the Projectile to use
171 * @returns true, if it was sucessfull, false on error
172 *
173 * be aware, that this function does not create Factories, as this is job of Projecitle/Bullet-classes.
174 * What it does, is telling the Weapon what Projectiles it can Emit.
175 */
176void Weapon::setProjectileType(const ClassID& projectile)
177{
178  this->projectile = projectile;
179  this->projectileFactory = FastFactory::searchFastFactory(projectile);
180  if (this->projectileFactory == NULL)
181  {
182    PRINTF(1)("unable to find FastFactory for the Projectile.\n");
183    return;
184  }
185  else
186  {
187    // grabbing Parameters from the Projectile to have them at hand here.
188    Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect());
189    this->minCharge = pj->getMinEnergy();
190    this->maxCharge = pj->getHealthMax();
191    this->chargeable = pj->isChageable();
192    this->projectileFactory->kill(pj);
193  }
194}
195
196
197/**
198 * @see bool Weapon::setProjectile(ClassID projectile)
199 * @param projectile the Name of the Projectile.
200 */
201void Weapon::setProjectileTypeC(const std::string& projectile)
202{
203  FastFactory* tmpFac = FastFactory::searchFastFactory(projectile);
204  if (tmpFac != NULL)
205  {
206    this->setProjectileType(tmpFac->getStoredID());
207  }
208  else
209  {
210    PRINTF(1)("Projectile %s does not exist for weapon %s\n", projectile.c_str(), this->getCName());
211  }
212}
213
214
215/**
216 * prepares Projectiles of the Weapon
217 * @param count how many Projectiles to create (they will be stored in the ProjectileFactory)
218 */
219void Weapon::prepareProjectiles(unsigned int count)
220{
221  if (likely(this->projectileFactory != NULL))
222    projectileFactory->prepare(count);
223  else
224    PRINTF(2)("unable to create %d projectile for Weapon %s::%s\n", count, this->getClassCName(), this->getCName());
225}
226
227
228/**
229 * resurects and returns a Projectile
230 * @returns a Projectile on success, NULL on error
231 *
232 * errors: 1. (ProjectileFastFactory not Found)
233 *         2. No more Projectiles availiable.
234 */
235Projectile* Weapon::getProjectile()
236{
237  if (likely (this->projectileFactory != NULL))
238  {
239    Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect());
240    pj->toList((OM_LIST)(this->getOMListNumber()+1));
241    return pj;
242  }
243  else
244  {
245    PRINTF(2)("No projectile defined for Weapon %s(%s) can't return any\n", this->getCName(), this->getClassCName());
246    return NULL;
247  }
248}
249
250
251/**
252 * sets the emissionPoint's relative position from the Weapon
253 * @param point the Point relative to the mass-point of the Weapon
254 */
255void Weapon::setEmissionPoint(const Vector& point)
256{
257  this->emissionPoint.setRelCoor(point);
258}
259
260
261/**
262 * assigns a Sound-file to an action
263 * @param action the action the sound should be assigned too
264 * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager)
265 */
266void Weapon::setActionSound(WeaponAction action, const std::string& soundFile)
267{
268  if (action >= WA_ACTION_COUNT)
269    return;
270
271  else if (!soundFile.empty())
272  {
273    this->soundBuffers[action] = OrxSound::ResourceSoundBuffer(soundFile);
274    if (this->soundBuffers[action].loaded())
275    {
276      PRINTF(4)("Loaded sound %s to action %s.\n", soundFile.c_str(), actionToChar(action));
277    }
278    else
279    {
280      PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile.c_str(), actionToChar(action));
281    }
282  }
283  else
284    this->soundBuffers[action] = OrxSound::SoundBuffer();
285}
286
287
288/**
289 * creates/returns an Animation3D for a certain State.
290 * @param state what State should the Animation be created/returned for
291 * @param node the node this Animation should apply to. (NULL is fine if the animation was already created)
292 * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist).
293 *
294 * This function does only generate the Animation Object, and if set it will
295 * automatically be executed, when a certain State is reached.
296 * What this does not do, is set keyframes, you have to operate on the returned animation.
297 */
298Animation3D* Weapon::getAnimation(WeaponState state, PNode* node)
299{
300  if (state >= WS_STATE_COUNT) // if the state is not known
301    return NULL;
302
303  if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it.
304  {
305    if (likely(node != NULL))
306      return this->animation[state] = new Animation3D(node);
307    else
308    {
309      PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state));
310      return NULL;
311    }
312  }
313  else
314    return this->animation[state];
315}
316
317OrxGui::GLGuiWidget* Weapon::getEnergyWidget()
318{
319  if (this->energyWidget == NULL)
320  {
321    this->energyWidget = new OrxGui::GLGuiEnergyWidget();
322    this->energyWidget->setDisplayedName(this->getClassCName());
323    this->energyWidget->setSize2D( 20, 100);
324    this->energyWidget->setMaximum(this->getEnergyMax());
325    this->energyWidget->setValue(this->getEnergy());
326  }
327  return this->energyWidget;
328}
329
330void Weapon::updateWidgets()
331{
332  if (this->energyWidget != NULL)
333  {
334    this->energyWidget->setMaximum(this->energyMax);
335    this->energyWidget->setValue(this->energy);
336  }
337}
338
339/////////////////
340//  EXECUTION  //
341// GAME ACTION //
342/////////////////
343/**
344 * request an action that should be executed,
345 * @param action the next action to take
346 *
347 * This function must be called instead of the actions (like fire/reload...)
348 * to make all the checks needed to have a usefull WeaponSystem.
349 */
350void Weapon::requestAction(WeaponAction action)
351{
352  if (likely(this->isActive()))
353  {
354    if (this->requestedAction != WA_NONE)
355      return;
356    PRINTF(5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration);
357    this->requestedAction = action;
358  }
359  //else
360  else if (unlikely(action == WA_ACTIVATE))
361  {
362    this->currentState = WS_ACTIVATING;
363    this->requestedAction = WA_ACTIVATE;
364  }
365}
366
367
368/**
369 * adds energy to the Weapon
370 * @param energyToAdd The amount of energy
371 * @returns the amount of energy we did not pick up, because the weapon is already full
372 */
373float Weapon::increaseEnergy(float energyToAdd)
374{
375  float maxAddEnergy = this->energyMax - this->energy;
376
377  if (maxAddEnergy >= energyToAdd)
378  {
379    this->energy += energyToAdd;
380    this->updateWidgets();
381    return 0.0;
382  }
383  else
384  {
385    this->energy += maxAddEnergy;
386    this->updateWidgets();
387    return energyToAdd - maxAddEnergy;
388  }
389 
390}
391
392
393////////////////////////////////////////////////////////////
394// WEAPON INTERNALS                                       //
395// These are functions, that no other Weapon should over- //
396// write. No class has direct Access to them, as it is    //
397// quite a complicated process, handling a Weapon from    //
398// the outside                                            //
399////////////////////////////////////////////////////////////
400/**
401 * executes an action, and with it starts a new State.
402 * @return true, if it worked, false otherwise
403 *
404 * This function checks, wheter the possibility of executing an action is valid,
405 * and does all the necessary stuff, to execute them. If an action does not succeed,
406 * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again)
407 */
408bool Weapon::execute()
409{
410#if DEBUG_LEVEL > 4
411  PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction));
412  this->debug();
413#endif
414
415  WeaponAction action = this->requestedAction;
416  this->requestedAction = WA_NONE;
417
418  switch (action)
419  {
420    case WA_SHOOT:
421    return this->fireW();
422    break;
423    case WA_CHARGE:
424    return this->chargeW();
425    break;
426    case WA_RELOAD:
427    return this->reloadW();
428    break;
429    case WA_DEACTIVATE:
430    return this->deactivateW();
431    break;
432    case WA_ACTIVATE:
433    return this->activateW();
434    break;
435    default:
436    PRINTF(2)("Action %s Not Implemented yet \n", Weapon::actionToChar(action));
437    return false;
438  }
439}
440
441/**
442 * checks and activates the Weapon.
443 * @return true on success.
444 */
445bool Weapon::activateW()
446{
447  //  if (this->currentState == WS_INACTIVE)
448  {
449    // play Sound
450    if (likely(this->soundBuffers[WA_ACTIVATE].loaded()))
451      this->soundSource->play(this->soundBuffers[WA_ACTIVATE]);
452    this->updateWidgets();
453    // activate
454    PRINTF(4)("Activating the Weapon %s\n", this->getCName());
455    this->activate();
456    // setting up for next action
457    this->enterState(WS_ACTIVATING);
458  }
459  return true;
460}
461
462/**
463 * checks and deactivates the Weapon
464 * @return true on success.
465 */
466bool Weapon::deactivateW()
467{
468  //  if (this->currentState != WS_INACTIVE)
469  {
470    PRINTF(4)("Deactivating the Weapon %s\n", this->getCName());
471    // play Sound
472    if (this->soundBuffers[WA_DEACTIVATE].loaded())
473      this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]);
474    // deactivate
475    this->deactivate();
476    this->enterState(WS_DEACTIVATING);
477  }
478
479  return true;
480}
481
482/**
483 * checks and charges the Weapon
484 * @return true on success.
485 */
486bool Weapon::chargeW()
487{
488  if ( this->currentState != WS_INACTIVE && this->energy >= this->minCharge)
489  {
490    // playing Sound
491    if (this->soundBuffers[WA_CHARGE].loaded())
492      this->soundSource->play(this->soundBuffers[WA_CHARGE]);
493
494    // charge
495    this->charge();
496    // setting up for the next state
497    this->enterState(WS_CHARGING);
498  }
499  else // deactivate the Weapon if we do not have enough energy
500  {
501    this->requestAction(WA_RELOAD);
502  }
503  return true;
504}
505
506/**
507 * checks and fires the Weapon
508 * @return true on success.
509 */
510bool Weapon::fireW()
511{
512  //if (likely(this->currentState != WS_INACTIVE))
513  if (this->minCharge <= this->energy)
514  {
515    // playing Sound
516    if (this->soundBuffers[WA_SHOOT].loaded())
517      this->soundSource->play(this->soundBuffers[WA_SHOOT]);
518    this->updateWidgets();
519    // fire
520    this->energy -= this->minCharge;
521    this->fire();
522    // setting up for the next state
523    this->enterState(WS_SHOOTING);
524  }
525  else  // reload if we still have the charge
526  {
527    this->requestAction(WA_RELOAD);
528    this->execute();
529  }
530  return true;
531}
532
533/**
534 * checks and Reloads the Weapon
535 * @return true on success.
536 */
537bool Weapon::reloadW()
538{
539  PRINTF(4)("Reloading Weapon %s\n", this->getCName());
540  if (!this->ammoContainer.isNull() &&
541      unlikely(this->energy + this->ammoContainer->getStoredEnergy() < this->minCharge))
542  {
543    this->requestAction(WA_DEACTIVATE);
544    this->execute();
545    return false;
546  }
547
548
549  if (this->soundBuffers[WA_RELOAD].loaded())
550    this->soundSource->play(this->soundBuffers[WA_RELOAD]);
551
552  if (!this->ammoContainer.isNull())
553    this->ammoContainer->fillWeapon(this);
554  else
555  {
556    this->energy = this->energyMax;
557  }
558  this->updateWidgets();
559  this->reload();
560  this->enterState(WS_RELOADING);
561
562  return true;
563}
564
565/**
566 * enters the requested State, plays back animations updates the timing.
567 * @param state the state to enter.
568 */
569inline void Weapon::enterState(WeaponState state)
570{
571  PRINTF(4)("ENTERING STATE %s\n", stateToChar(state));
572  // playing animation if availiable
573  if (likely(this->animation[state] != NULL))
574    this->animation[state]->replay();
575
576  this->stateDuration += this->times[state];
577  this->currentState = state;
578}
579
580///////////////////
581//  WORLD-ENTITY //
582// FUNCTIONALITY //
583///////////////////
584/**
585 * tick signal for time dependent/driven stuff
586*/
587bool Weapon::tickW(float dt)
588{
589  //printf("%s ", stateToChar(this->currentState));
590
591  // setting up the timing properties
592  this->stateDuration -= dt;
593
594  if (this->stateDuration <= 0.0)
595  {
596    if (unlikely (this->currentState == WS_DEACTIVATING))
597    {
598      this->currentState = WS_INACTIVE;
599      return false;
600    }
601    else
602      this->currentState = WS_IDLE;
603
604    if (this->requestedAction != WA_NONE)
605    {
606      this->stateDuration = -dt;
607      this->execute();
608    }
609  }
610  return true;
611}
612
613
614
615
616//////////////////////
617// HELPER FUNCTIONS //
618//////////////////////
619/**
620 * checks wether all the Weapons functions are valid, and if it is possible to go to action with it.
621 * @todo IMPLEMENT the Weapons Check
622 */
623bool Weapon::check() const
624{
625  bool retVal = true;
626
627  //  if (this->projectile == NULL)
628  {
629    PRINTF(1)("There was no projectile assigned to the Weapon.\n");
630    retVal = false;
631  }
632
633
634
635
636  return retVal;
637}
638
639/**
640 * some nice debugging information about this Weapon
641 */
642void Weapon::debug() const
643{
644  PRINT(0)("Weapon-Debug %s, state: %s (duration: %fs), nextAction: %s\n", this->getCName(), Weapon::stateToChar(this->currentState), this->stateDuration, Weapon::actionToChar(requestedAction));
645  PRINT(0)("Energy: max: %f; current: %f; chargeMin: %f, chargeMax %f\n",
646           this->energyMax, this->energy, this->minCharge, this->maxCharge);
647
648
649}
650
651////////////////////////////////////////////////////////
652// static Definitions (transormators for readability) //
653////////////////////////////////////////////////////////
654/**
655 * Converts a String into an Action.
656 * @param action the String input holding the Action.
657 * @return The Action if known, WA_NONE otherwise.
658 */
659WeaponAction Weapon::charToAction(const std::string& action)
660{
661  if (action == "none")
662    return WA_NONE;
663  else if (action == "shoot")
664    return WA_SHOOT;
665  else if (action == "charge")
666    return WA_CHARGE;
667  else if (action == "reload")
668    return WA_RELOAD;
669  else if (action == "acitvate")
670    return WA_ACTIVATE;
671  else if (action == "deactivate")
672    return WA_DEACTIVATE;
673  else if (action == "special1")
674    return WA_SPECIAL1;
675  else
676  {
677    PRINTF(2)("action %s could not be identified.\n", action.c_str());
678    return WA_NONE;
679  }
680}
681
682/**
683 * converts an action into a String
684 * @param action the action to convert
685 * @return a String matching the name of the action
686 */
687const char* Weapon::actionToChar(WeaponAction action)
688{
689  switch (action)
690  {
691    case WA_SHOOT:
692    return "shoot";
693    break;
694    case WA_CHARGE:
695    return "charge";
696    break;
697    case WA_RELOAD:
698    return "reload";
699    break;
700    case WA_ACTIVATE:
701    return "activate";
702    break;
703    case WA_DEACTIVATE:
704    return "deactivate";
705    break;
706    case WA_SPECIAL1:
707    return "special1";
708    break;
709    default:
710    return "none";
711    break;
712  }
713}
714
715/**
716 * Converts a String into a State.
717 * @param state the String input holding the State.
718 * @return The State if known, WS_NONE otherwise.
719 */
720WeaponState Weapon::charToState(const std::string& state)
721{
722  if (state == "none")
723    return WS_NONE;
724  else if (state == "shooting")
725    return WS_SHOOTING;
726  else if (state == "charging")
727    return WS_CHARGING;
728  else if (state == "reloading")
729    return WS_RELOADING;
730  else if (state == "activating")
731    return WS_ACTIVATING;
732  else if (state == "deactivating")
733    return WS_DEACTIVATING;
734  else if (state == "inactive")
735    return WS_INACTIVE;
736  else if (state == "idle")
737    return WS_IDLE;
738  else
739  {
740    PRINTF(2)("state %s could not be identified.\n", state.c_str());
741    return WS_NONE;
742  }
743}
744
745/**
746 * converts a State into a String
747 * @param state the state to convert
748 * @return a String matching the name of the state
749 */
750const char* Weapon::stateToChar(WeaponState state)
751{
752  switch (state)
753  {
754    case WS_SHOOTING:
755    return "shooting";
756    break;
757    case WS_CHARGING:
758    return "charging";
759    break;
760    case WS_RELOADING:
761    return "reloading";
762    break;
763    case WS_ACTIVATING:
764    return "activating";
765    break;
766    case WS_DEACTIVATING:
767    return "deactivating";
768    break;
769    case WS_IDLE:
770    return "idle";
771    break;
772    case WS_INACTIVE:
773    return "inactive";
774    break;
775    default:
776    return "none";
777    break;
778  }
779}
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