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source: orxonox.OLD/branches/vs-enhencements/src/world_entities/weapons/weapon.cc @ 10646

Last change on this file since 10646 was 10645, checked in by nicolasc, 18 years ago

minor cleanup

File size: 22.8 KB
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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_energywidgetvertical.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
123  this->barrels = 1;
124  this->segs = 1;
125
126  this->preferedSide = -1;
127  this->preferedSlot = -1;
128
129  this->shootAnim = new Animation3D**[this->getBarrels()];
130  for (int i = 0; i < this->getBarrels(); i++)
131    this->shootAnim[i] = new Animation3D* [this->getSegs()];
132
133  this->emissionPoint = new PNode*[this->barrels];
134  for(int i = 0; i < this->barrels; i++){
135    this->emissionPoint[i] = new PNode;
136    this->emissionPoint[i]->setParent(this);             //< One EmissionPoint, that is a PNode connected to the weapon. You can set this to the exitting point of the Projectiles
137    this->emissionPoint[i]->setName("EmissionPoint");
138    this->emissionPoint[i]->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
139  }
140
141  this->defaultTarget = NULL;                      //< Nothing is Targeted by default.
142
143  this->projectile = NullClass::staticClassID();         //< No Projectile Class is Connected to this weapon
144  this->projectileFactory = NULL;                  //< No Factory generating Projectiles is selected.
145
146  this->hideInactive = true;                       //< The Weapon will be hidden if it is inactive (by default)
147
148  this->minCharge = 1.0;                           //< The minimum charge the Weapon can hold is 1 unit.
149  this->maxCharge = 1.0;                           //< The maximum charge is also one unit.
150
151  this->energy = 10;                               //< The secondary Buffer (before we have to reload)
152  this->energyMax = 10.0;                          //< How much energy can be carried
153  this->capability = WTYPE_ALL;                    //< The Weapon has all capabilities @see W_Capability.
154
155  this->energyWidget = NULL;
156  isEnergyWidgetInitialized = false;
157
158  // set this object to be synchronized over network
159  //this->setSynchronized(true);
160}
161
162/**
163 * needed, if there are more than one barrel or segments
164 */
165/*
166void Weapon::init2()
167{
168  if (this->barrels == 1 && this->segs == 1)
169    return;
170
171  delete this->emissionPoint[0];
172  delete this->emissionPoint;
173  delete this->shootAnim[0];
174  delete this->shootAnim;
175
176  this->shootAnim = new Animation3D**[this->barrels];
177  this->emissionPoint = new PNode*[this->barrels];
178  for(int i = 0; i < this->barrels; i++){
179    this->emissionPoint[i] = new PNode;
180    this->emissionPoint[i]->setParent(this);             //< One EmissionPoint, that is a PNode connected to the weapon. You can set this to the exitting point of the Projectiles
181    this->emissionPoint[i]->setName("EmissionPoint");
182    this->emissionPoint[i]->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
183    this->shootAnim[i] = new Animation3D* [this->segs];
184  }
185}*/
186
187/**
188 * deconstructor for init2
189 */
190/*
191void Weapon::deconstr()
192{
193  for(int i = 0; i < this->barrels; i++) {
194    delete this->emissionPoint[i];
195    for (int j = 0; j < this->segs; j++)
196      delete this->shootAnim[i][j];
197    delete this->shootAnim[i];
198  }
199
200  delete this->emissionPoint;
201  delete this->shootAnim;
202}*/
203
204/**
205 * loads the Parameters of a Weapon
206 * @param root the XML-Element to load the Weapons settings from
207 */
208void Weapon::loadParams(const TiXmlElement* root)
209{
210  WorldEntity::loadParams(root);
211
212  LoadParam(root, "projectile", this, Weapon, setProjectileTypeC)
213  .describe("Sets the name of the Projectile to load onto the Entity");
214
215  LoadParam(root, "energy", this, Weapon, setEnergyMax)
216  .describe("number of shoots/ energy whatever");
217
218  LoadParam(root, "slot", this, Weapon, setPreferedSlot)
219  .describe("slot this weapon will be added");
220/*
221  LoadParam(root, "emission-point", this, Weapon, setEmissionPoint)
222  .describe("Sets the Point of emission of this weapon (1: EmmsionVector; 2: EmissionPoint)");*/
223
224  LoadParam(root, "state-duration", this, Weapon, setStateDuration)
225  .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)");
226
227  LoadParam(root, "action-sound", this, Weapon, setActionSound)
228  .describe("Sets a given sound to an action (1: action-Name; 2: name of the sound (relative to the Data-Path))");
229}
230
231
232/**
233 * sets the Projectile to use for this weapon.
234 * @param projectile The ID of the Projectile to use
235 * @returns true, if it was sucessfull, false on error
236 *
237 * be aware, that this function does not create Factories, as this is job of Projecitle/Bullet-classes.
238 * What it does, is telling the Weapon what Projectiles it can Emit.
239 */
240void Weapon::setProjectileType(const ClassID& projectile)
241{
242  this->projectile = projectile;
243  this->projectileFactory = FastFactory::searchFastFactory(projectile);
244  if (this->projectileFactory == NULL)
245  {
246    PRINTF(1)("unable to find FastFactory for the Projectile.\n");
247    return;
248  }
249  else
250  {
251    // grabbing Parameters from the Projectile to have them at hand here.
252    Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect());
253    this->minCharge = pj->getMinEnergy();
254    this->maxCharge = pj->getHealthMax();
255    this->chargeable = pj->isChageable();
256    this->projectileFactory->kill(pj);
257  }
258}
259
260
261/**
262 * @see bool Weapon::setProjectile(ClassID projectile)
263 * @param projectile the Name of the Projectile.
264 */
265void Weapon::setProjectileTypeC(const std::string& projectile)
266{
267  FastFactory* tmpFac = FastFactory::searchFastFactory(projectile);
268  if (tmpFac != NULL)
269  {
270    this->setProjectileType(tmpFac->getStoredID());
271  }
272  else
273  {
274    PRINTF(1)("Projectile %s does not exist for weapon %s\n", projectile.c_str(), this->getCName());
275  }
276}
277
278
279/**
280 * prepares Projectiles of the Weapon
281 * @param count how many Projectiles to create (they will be stored in the ProjectileFactory)
282 */
283void Weapon::prepareProjectiles(unsigned int count)
284{
285  if (likely(this->projectileFactory != NULL))
286    projectileFactory->prepare(count);
287  else
288    PRINTF(2)("unable to create %d projectile for Weapon %s::%s\n", count, this->getClassCName(), this->getCName());
289}
290
291
292/**
293 * resurects and returns a Projectile
294 * @returns a Projectile on success, NULL on error
295 *
296 * errors: 1. (ProjectileFastFactory not Found)
297 *         2. No more Projectiles availiable.
298 */
299Projectile* Weapon::getProjectile()
300{
301  if (likely (this->projectileFactory != NULL))
302  {
303    Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect());
304    pj->toList((OM_LIST)(this->getOMListNumber()+1));
305    return pj;
306  }
307  else
308  {
309    PRINTF(2)("No projectile defined for Weapon %s(%s) can't return any\n", this->getCName(), this->getClassCName());
310    return NULL;
311  }
312}
313
314
315/**
316 * sets the emissionPoint's relative position from the Weapon
317 * @param point the Point relative to the mass-point of the Weapon
318 */
319void Weapon::setEmissionPoint(const Vector& point, int barrel)
320{
321  this->emissionPoint[barrel]->setRelCoor(point);
322}
323
324void Weapon::setEmissionPoint(const Vector& point)
325{
326  this->emissionPoint[0]->setRelCoor(point);
327}
328
329/**
330 * assigns a Sound-file to an action
331 * @param action the action the sound should be assigned too
332 * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager)
333 */
334void Weapon::setActionSound(WeaponAction action, const std::string& soundFile)
335{
336  if (action >= WA_ACTION_COUNT)
337    return;
338
339  else if (!soundFile.empty())
340  {
341    this->soundBuffers[action] = OrxSound::ResourceSoundBuffer(soundFile);
342    if (this->soundBuffers[action].loaded())
343    {
344      PRINTF(4)("Loaded sound %s to action %s.\n", soundFile.c_str(), actionToChar(action));
345    }
346    else
347    {
348      PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile.c_str(), actionToChar(action));
349    }
350  }
351  else
352    this->soundBuffers[action] = OrxSound::SoundBuffer();
353}
354
355
356/**
357 * creates/returns an Animation3D for a certain State.
358 * @param state what State should the Animation be created/returned for
359 * @param node the node this Animation should apply to. (NULL is fine if the animation was already created)
360 * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist).
361 *
362 * This function does only generate the Animation Object, and if set it will
363 * automatically be executed, when a certain State is reached.
364 * What this does not do, is set keyframes, you have to operate on the returned animation.
365 */
366Animation3D* Weapon::getAnimation(WeaponState state, PNode* node)
367{
368  if (state >= WS_STATE_COUNT) // if the state is not known
369    return NULL;
370
371  if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it.
372  {
373    if (likely(node != NULL))
374      return this->animation[state] = new Animation3D(node);
375    else
376    {
377      PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state));
378      return NULL;
379    }
380  }
381  else
382    return this->animation[state];
383}
384
385Animation3D* Weapon::getAnimation(int barrel, int seg, PNode* node)
386{
387  if (barrel >= this->getBarrels() || seg >= this->getSegs()) // if the state is not known
388    return NULL;
389
390  if (unlikely(this->shootAnim[barrel][seg] == NULL)) // if the animation does not exist yet create it.
391  {
392    if (likely(node != NULL))
393      return this->shootAnim[barrel][seg] = new Animation3D(node);
394    else
395    {
396//       PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state));
397      return NULL;
398    }
399  }
400  else
401    return this->shootAnim[barrel][seg];
402}
403
404OrxGui::GLGuiWidget* Weapon::getEnergyWidget()
405{
406  if ( this->energyWidget == NULL)
407  {
408    this->energyWidget = new OrxGui::GLGuiEnergyWidgetVertical();
409    //this->energyWidget->setDisplayedName(this->getClassCName());
410    this->energyWidget->setSize2D( 20, 100);
411    this->energyWidget->setMaximum(this->getEnergyMax());
412    this->energyWidget->setValue(this->getEnergy());
413  }
414  return this->energyWidget;
415}
416
417void Weapon::updateWidgets()
418{
419  if (this->energyWidget != NULL)
420  {
421    this->energyWidget->setMaximum(this->energyMax);
422    this->energyWidget->setValue(this->energy);
423  }
424}
425
426/////////////////
427//  EXECUTION  //
428// GAME ACTION //
429/////////////////
430/**
431 * request an action that should be executed,
432 * @param action the next action to take
433 *
434 * This function must be called instead of the actions (like fire/reload...)
435 * to make all the checks needed to have a usefull WeaponSystem.
436 */
437void Weapon::requestAction(WeaponAction action)
438{
439  if (likely(this->isActive()))
440  {
441    /** Disabled for releaseFire() from WM*/
442    if (this->requestedAction != WA_NONE)
443      return;
444    PRINTF(5)("%s: next action will be %s in %f seconds\n", this->getCName(), actionToChar(action), this->stateDuration);
445    this->requestedAction = action;
446  }
447  //else
448  else if (unlikely(action == WA_ACTIVATE))
449  {
450    this->currentState = WS_ACTIVATING;
451    this->requestedAction = WA_ACTIVATE;
452  }
453}
454
455
456/**
457 * adds energy to the Weapon
458 * @param energyToAdd The amount of energy
459 * @returns the amount of energy we did not pick up, because the weapon is already full
460 */
461float Weapon::increaseEnergy(float energyToAdd)
462{
463  float maxAddEnergy = this->energyMax - this->energy;
464
465  if (maxAddEnergy >= energyToAdd)
466  {
467    this->energy += energyToAdd;
468    this->updateWidgets();
469    return 0.0;
470  }
471  else
472  {
473    this->energy += maxAddEnergy;
474    this->updateWidgets();
475    return energyToAdd - maxAddEnergy;
476  }
477
478}
479
480
481////////////////////////////////////////////////////////////
482// WEAPON INTERNALS                                       //
483// These are functions, that no other Weapon should over- //
484// write. No class has direct Access to them, as it is    //
485// quite a complicated process, handling a Weapon from    //
486// the outside                                            //
487////////////////////////////////////////////////////////////
488/**
489 * executes an action, and with it starts a new State.
490 * @return true, if it worked, false otherwise
491 *
492 * This function checks, wheter the possibility of executing an action is valid,
493 * and does all the necessary stuff, to execute them. If an action does not succeed,
494 * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again)
495 */
496bool Weapon::execute()
497{
498#if DEBUG_LEVEL > 4
499  PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction));
500  this->debug();
501#endif
502
503  WeaponAction action = this->requestedAction;
504  this->requestedAction = WA_NONE;
505
506  switch (action)
507  {
508    case WA_SHOOT:
509    return this->fireW();
510    break;
511    case WA_CHARGE:
512    return this->chargeW();
513    break;
514    case WA_RELOAD:
515    return this->reloadW();
516    break;
517    case WA_DEACTIVATE:
518    return this->deactivateW();
519    break;
520    case WA_ACTIVATE:
521    return this->activateW();
522    break;
523    default:
524    PRINTF(5)("Action %s Not Implemented yet \n", Weapon::actionToChar(action));
525    return false;
526  }
527}
528
529/**
530 * checks and activates the Weapon.
531 * @return true on success.
532 */
533bool Weapon::activateW()
534{
535  //  if (this->currentState == WS_INACTIVE)
536  {
537    // play Sound
538    if (likely(this->soundBuffers[WA_ACTIVATE].loaded()))
539      this->soundSource->play(this->soundBuffers[WA_ACTIVATE]);
540    this->updateWidgets();
541    // activate
542    PRINTF(4)("Activating the Weapon %s\n", this->getCName());
543    this->activate();
544    // setting up for next action
545    this->enterState(WS_ACTIVATING);
546  }
547  return true;
548}
549
550/**
551 * checks and deactivates the Weapon
552 * @return true on success.
553 */
554bool Weapon::deactivateW()
555{
556  //  if (this->currentState != WS_INACTIVE)
557  {
558    PRINTF(4)("Deactivating the Weapon %s\n", this->getCName());
559    // play Sound
560    if (this->soundBuffers[WA_DEACTIVATE].loaded())
561      this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]);
562    // deactivate
563    this->deactivate();
564    this->enterState(WS_DEACTIVATING);
565  }
566
567  return true;
568}
569
570/**
571 * checks and charges the Weapon
572 * @return true on success.
573 */
574bool Weapon::chargeW()
575{
576  if ( this->currentState != WS_INACTIVE && this->energy >= this->minCharge)
577  {
578    // playing Sound
579    if (this->soundBuffers[WA_CHARGE].loaded())
580      this->soundSource->play(this->soundBuffers[WA_CHARGE]);
581
582    // charge
583    this->charge();
584    // setting up for the next state
585    this->enterState(WS_CHARGING);
586  }
587  else // deactivate the Weapon if we do not have enough energy
588  {
589    this->requestAction(WA_RELOAD);
590  }
591  return true;
592}
593
594/**
595 * checks and fires the Weapon
596 * @return true on success.
597 */
598bool Weapon::fireW()
599{
600//   printf("fireW Weapon\n");
601  //if (likely(this->currentState != WS_INACTIVE))
602  if (this->minCharge <= this->energy)
603  {
604    // playing Sound
605    if (this->soundBuffers[WA_SHOOT].loaded())
606      this->soundSource->play(this->soundBuffers[WA_SHOOT]);
607    // fire
608    this->energy -= this->minCharge;
609    this->fire();
610    // setting up for the next state
611    this->enterState(WS_SHOOTING);
612    this->updateWidgets();
613  }
614  else  // reload if we still have the charge
615  {
616    this->requestAction(WA_RELOAD);
617    this->execute();
618  }
619  return true;
620}
621
622/**
623 * checks and Reloads the Weapon
624 * @return true on success.
625 */
626bool Weapon::reloadW()
627{
628  PRINTF(4)("Reloading Weapon %s\n", this->getCName());
629  if (!this->ammoContainer.isNull() &&
630      unlikely(this->energy + this->ammoContainer->getStoredEnergy() < this->minCharge))
631  {
632    //this->requestAction(WA_DEACTIVATE);
633    this->execute();
634    return false;
635  }
636
637
638  if (this->soundBuffers[WA_RELOAD].loaded())
639    this->soundSource->play(this->soundBuffers[WA_RELOAD]);
640
641  if (!this->ammoContainer.isNull())
642    this->ammoContainer->fillWeapon(this);
643  else
644  {
645    this->energy = this->energyMax;
646  }
647  this->updateWidgets();
648  this->reload();
649  this->enterState(WS_RELOADING);
650
651  return true;
652}
653
654/**
655 * enters the requested State, plays back animations updates the timing.
656 * @param state the state to enter.
657 */
658inline void Weapon::enterState(WeaponState state)
659{
660  PRINTF(4)("ENTERING STATE %s\n", stateToChar(state));
661  // playing animation if availiable
662  if (likely(this->animation[state] != NULL))
663    this->animation[state]->replay();
664
665  this->stateDuration += this->times[state];
666  this->currentState = state;
667}
668
669///////////////////
670//  WORLD-ENTITY //
671// FUNCTIONALITY //
672///////////////////
673/**
674 * tick signal for time dependent/driven stuff
675*/
676bool Weapon::tickW(float dt)
677{
678  //printf("%s ", stateToChar(this->currentState));
679
680  // setting up the timing properties
681  this->stateDuration -= dt;
682
683  if (this->stateDuration <= 0.0)
684  {
685    if (unlikely (this->currentState == WS_DEACTIVATING))
686    {
687      this->currentState = WS_INACTIVE;
688      return false;
689    }
690    else
691      this->currentState = WS_IDLE;
692
693    if (this->requestedAction != WA_NONE)
694    {
695      this->stateDuration = -dt;
696      this->execute();
697    }
698  }
699  return true;
700}
701
702
703
704
705//////////////////////
706// HELPER FUNCTIONS //
707//////////////////////
708/**
709 * checks wether all the Weapons functions are valid, and if it is possible to go to action with it.
710 * @todo IMPLEMENT the Weapons Check
711 */
712bool Weapon::check() const
713{
714  bool retVal = true;
715
716  //  if (this->projectile == NULL)
717  {
718    PRINTF(1)("There was no projectile assigned to the Weapon.\n");
719    retVal = false;
720  }
721
722
723
724
725  return retVal;
726}
727
728/**
729 * some nice debugging information about this Weapon
730 */
731void Weapon::debug() const
732{
733  PRINT(0)("Weapon-Debug %s, state: %s (duration: %fs), nextAction: %s\n", this->getCName(), Weapon::stateToChar(this->currentState), this->stateDuration, Weapon::actionToChar(requestedAction));
734  PRINT(0)("Energy: max: %f; current: %f; chargeMin: %f, chargeMax %f\n",
735           this->energyMax, this->energy, this->minCharge, this->maxCharge);
736
737
738}
739
740////////////////////////////////////////////////////////
741// static Definitions (transormators for readability) //
742////////////////////////////////////////////////////////
743/**
744 * Converts a String into an Action.
745 * @param action the String input holding the Action.
746 * @return The Action if known, WA_NONE otherwise.
747 */
748WeaponAction Weapon::charToAction(const std::string& action)
749{
750  if (action == "none")
751    return WA_NONE;
752  else if (action == "shoot")
753    return WA_SHOOT;
754  else if (action == "charge")
755    return WA_CHARGE;
756  else if (action == "reload")
757    return WA_RELOAD;
758  else if (action == "acitvate")
759    return WA_ACTIVATE;
760  else if (action == "deactivate")
761    return WA_DEACTIVATE;
762  else if (action == "special1")
763    return WA_SPECIAL1;
764  else
765  {
766    PRINTF(2)("action %s could not be identified.\n", action.c_str());
767    return WA_NONE;
768  }
769}
770
771/**
772 * converts an action into a String
773 * @param action the action to convert
774 * @return a String matching the name of the action
775 */
776const char* Weapon::actionToChar(WeaponAction action)
777{
778  switch (action)
779  {
780    case WA_SHOOT:
781    return "shoot";
782    break;
783    case WA_CHARGE:
784    return "charge";
785    break;
786    case WA_RELOAD:
787    return "reload";
788    break;
789    case WA_ACTIVATE:
790    return "activate";
791    break;
792    case WA_DEACTIVATE:
793    return "deactivate";
794    break;
795    case WA_SPECIAL1:
796    return "special1";
797    break;
798    default:
799    return "none";
800    break;
801  }
802}
803
804/**
805 * Converts a String into a State.
806 * @param state the String input holding the State.
807 * @return The State if known, WS_NONE otherwise.
808 */
809WeaponState Weapon::charToState(const std::string& state)
810{
811  if (state == "none")
812    return WS_NONE;
813  else if (state == "shooting")
814    return WS_SHOOTING;
815  else if (state == "charging")
816    return WS_CHARGING;
817  else if (state == "reloading")
818    return WS_RELOADING;
819  else if (state == "activating")
820    return WS_ACTIVATING;
821  else if (state == "deactivating")
822    return WS_DEACTIVATING;
823  else if (state == "inactive")
824    return WS_INACTIVE;
825  else if (state == "idle")
826    return WS_IDLE;
827  else
828  {
829    PRINTF(2)("state %s could not be identified.\n", state.c_str());
830    return WS_NONE;
831  }
832}
833
834/**
835 * converts a State into a String
836 * @param state the state to convert
837 * @return a String matching the name of the state
838 */
839const char* Weapon::stateToChar(WeaponState state)
840{
841  switch (state)
842  {
843    case WS_SHOOTING:
844    return "shooting";
845    break;
846    case WS_CHARGING:
847    return "charging";
848    break;
849    case WS_RELOADING:
850    return "reloading";
851    break;
852    case WS_ACTIVATING:
853    return "activating";
854    break;
855    case WS_DEACTIVATING:
856    return "deactivating";
857    break;
858    case WS_IDLE:
859    return "idle";
860    break;
861    case WS_INACTIVE:
862    return "inactive";
863    break;
864    default:
865    return "none";
866    break;
867  }
868}
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