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