[3573] | 1 | |
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[4597] | 2 | /* |
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[3573] | 3 | orxonox - the future of 3D-vertical-scrollers |
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| 4 | |
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| 5 | Copyright (C) 2004 orx |
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| 6 | |
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| 7 | This program is free software; you can redistribute it and/or modify |
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| 8 | it under the terms of the GNU General Public License as published by |
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| 9 | the Free Software Foundation; either version 2, or (at your option) |
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| 10 | any later version. |
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| 11 | |
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[4826] | 12 | ### File Specific |
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[3573] | 13 | main-programmer: Patrick Boenzli |
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[4832] | 14 | co-programmer: Benjamin Grauer |
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[4885] | 15 | |
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| 16 | 2005-07-15: Benjamin Grauer: restructurating the entire Class |
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[3573] | 17 | */ |
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| 18 | |
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[4885] | 19 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON |
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| 20 | |
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[4828] | 21 | #include "weapon.h" |
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| 22 | |
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[9869] | 23 | #include "loading/fast_factory.h" |
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[6434] | 24 | #include "world_entities/projectiles/projectile.h" |
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[4834] | 25 | |
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[7350] | 26 | #include "util/loading/factory.h" |
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[7193] | 27 | #include "util/loading/load_param.h" |
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[4828] | 28 | #include "state.h" |
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[4885] | 29 | #include "animation3d.h" |
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[3573] | 30 | |
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[5930] | 31 | #include "sound_source.h" |
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| 32 | #include "sound_buffer.h" |
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[9869] | 33 | #include "resource_sound_buffer.h" |
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[5930] | 34 | |
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[10368] | 35 | #include "elements/glgui_energywidgetvertical.h" |
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[6438] | 36 | |
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[9869] | 37 | ObjectListDefinition(Weapon); |
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[7350] | 38 | |
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[4892] | 39 | //////////////////// |
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| 40 | // INITAILISATION // |
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| 41 | // SETTING VALUES // |
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| 42 | //////////////////// |
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[3870] | 43 | /** |
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[4885] | 44 | * standard constructor |
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| 45 | * |
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| 46 | * creates a new weapon |
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[3575] | 47 | */ |
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[5750] | 48 | Weapon::Weapon () |
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[3620] | 49 | { |
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[4885] | 50 | this->init(); |
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[3620] | 51 | } |
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[3573] | 52 | |
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[3575] | 53 | /** |
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[4885] | 54 | * standard deconstructor |
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[3575] | 55 | */ |
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[4597] | 56 | Weapon::~Weapon () |
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[3573] | 57 | { |
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[4885] | 58 | for (int i = 0; i < WS_STATE_COUNT; i++) |
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[9869] | 59 | if (this->animation[i] && Animation::objectList().exists(animation[i])) //!< @todo this should check animation3D |
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[4885] | 60 | delete this->animation[i]; |
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[4959] | 61 | |
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[9869] | 62 | if (OrxSound::SoundSource::objectList().exists(this->soundSource)) |
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[4959] | 63 | delete this->soundSource; |
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[4885] | 64 | } |
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[4597] | 65 | |
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[4885] | 66 | /** |
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[7350] | 67 | * @brief creates a new Weapon of type weaponID and returns it. |
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| 68 | * @param weaponID the WeaponID type to create. |
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| 69 | * @returns the newly created Weapon. |
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| 70 | */ |
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[9869] | 71 | Weapon* Weapon::createWeapon(const ClassID& weaponID) |
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[7350] | 72 | { |
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| 73 | BaseObject* createdObject = Factory::fabricate(weaponID); |
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| 74 | if (createdObject != NULL) |
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| 75 | { |
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[9869] | 76 | if (createdObject->isA(Weapon::staticClassID())) |
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[7350] | 77 | return dynamic_cast<Weapon*>(createdObject); |
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| 78 | else |
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| 79 | { |
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| 80 | delete createdObject; |
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| 81 | return NULL; |
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| 82 | } |
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| 83 | } |
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[8316] | 84 | return NULL; |
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[7350] | 85 | } |
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| 86 | |
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[9869] | 87 | Weapon* Weapon::createWeapon(const std::string& weaponName) |
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| 88 | { |
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| 89 | BaseObject* createdObject = Factory::fabricate(weaponName); |
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| 90 | if (createdObject != NULL) |
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| 91 | { |
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| 92 | if (createdObject->isA(Weapon::staticClassID())) |
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| 93 | return dynamic_cast<Weapon*>(createdObject); |
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| 94 | else |
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| 95 | { |
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| 96 | delete createdObject; |
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| 97 | return NULL; |
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| 98 | } |
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| 99 | } |
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| 100 | return NULL; |
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| 101 | } |
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| 102 | |
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| 103 | |
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[7350] | 104 | /** |
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[4885] | 105 | * initializes the Weapon with ALL default values |
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[5498] | 106 | * |
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| 107 | * This Sets the default values of the Weapon |
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[4885] | 108 | */ |
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| 109 | void Weapon::init() |
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| 110 | { |
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[9869] | 111 | this->registerObject(this, Weapon::_objectList); |
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[5498] | 112 | this->currentState = WS_INACTIVE; //< Normaly the Weapon is Inactive |
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| 113 | this->requestedAction = WA_NONE; //< No action is requested by default |
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| 114 | this->stateDuration = 0.0; //< All the States have zero duration |
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| 115 | for (int i = 0; i < WS_STATE_COUNT; i++) //< Every State has: |
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[6438] | 116 | { |
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| 117 | this->times[i] = 0.0; //< An infinitesimal duration |
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| 118 | this->animation[i] = NULL; //< No animation |
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| 119 | } |
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[3888] | 120 | |
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[10368] | 121 | this->soundSource = new OrxSound::SoundSource(this); //< Every Weapon has exacty one SoundSource |
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[4885] | 122 | |
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[10368] | 123 | this->barrels = 1; |
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| 124 | this->segs = 1; |
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| 125 | |
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[10443] | 126 | this->preferedSide = -1; |
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| 127 | this->preferedSlot = -1; |
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| 128 | |
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[10368] | 129 | this->shootAnim = new Animation3D**[this->getBarrels()]; |
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| 130 | for (int i = 0; i < this->getBarrels(); i++) |
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| 131 | this->shootAnim[i] = new Animation3D* [this->getSegs()]; |
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| 132 | |
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| 133 | this->emissionPoint = new PNode*[this->barrels]; |
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| 134 | for(int i = 0; i < this->barrels; i++){ |
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| 135 | this->emissionPoint[i] = new PNode; |
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| 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 |
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| 137 | this->emissionPoint[i]->setName("EmissionPoint"); |
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| 138 | this->emissionPoint[i]->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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| 139 | } |
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| 140 | |
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[6920] | 141 | this->defaultTarget = NULL; //< Nothing is Targeted by default. |
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[6756] | 142 | |
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[9869] | 143 | this->projectile = NullClass::staticClassID(); //< No Projectile Class is Connected to this weapon |
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[5498] | 144 | this->projectileFactory = NULL; //< No Factory generating Projectiles is selected. |
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[4885] | 145 | |
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[5498] | 146 | this->hideInactive = true; //< The Weapon will be hidden if it is inactive (by default) |
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[4906] | 147 | |
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[5498] | 148 | this->minCharge = 1.0; //< The minimum charge the Weapon can hold is 1 unit. |
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| 149 | this->maxCharge = 1.0; //< The maximum charge is also one unit. |
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[4927] | 150 | |
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[6671] | 151 | this->energy = 10; //< The secondary Buffer (before we have to reload) |
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[5498] | 152 | this->energyMax = 10.0; //< How much energy can be carried |
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| 153 | this->capability = WTYPE_ALL; //< The Weapon has all capabilities @see W_Capability. |
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[6438] | 154 | |
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| 155 | this->energyWidget = NULL; |
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[10516] | 156 | isEnergyWidgetInitialized = false; |
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[6695] | 157 | |
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| 158 | // set this object to be synchronized over network |
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| 159 | //this->setSynchronized(true); |
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[3573] | 160 | } |
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| 161 | |
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[5498] | 162 | /** |
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[10368] | 163 | * needed, if there are more than one barrel or segments |
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| 164 | */ |
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[10443] | 165 | void Weapon::init2() |
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[10368] | 166 | { |
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| 167 | if (this->barrels == 1 && this->segs == 1) |
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| 168 | return; |
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| 169 | |
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| 170 | delete this->emissionPoint[0]; |
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| 171 | delete this->emissionPoint; |
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| 172 | delete this->shootAnim[0]; |
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| 173 | delete this->shootAnim; |
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| 174 | |
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| 175 | this->shootAnim = new Animation3D**[this->barrels]; |
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| 176 | this->emissionPoint = new PNode*[this->barrels]; |
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| 177 | for(int i = 0; i < this->barrels; i++){ |
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| 178 | this->emissionPoint[i] = new PNode; |
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| 179 | 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 |
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| 180 | this->emissionPoint[i]->setName("EmissionPoint"); |
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| 181 | this->emissionPoint[i]->addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT); |
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| 182 | this->shootAnim[i] = new Animation3D* [this->segs]; |
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| 183 | } |
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| 184 | } |
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| 185 | |
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| 186 | /** |
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| 187 | * deconstructor for init2 |
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| 188 | */ |
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| 189 | void Weapon::deconstr() |
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| 190 | { |
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| 191 | for(int i = 0; i < this->barrels; i++) { |
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| 192 | delete this->emissionPoint[i]; |
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| 193 | for (int j = 0; j < this->segs; j++) |
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| 194 | delete this->shootAnim[i][j]; |
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| 195 | delete this->shootAnim[i]; |
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| 196 | } |
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| 197 | |
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| 198 | delete this->emissionPoint; |
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| 199 | delete this->shootAnim; |
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| 200 | } |
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| 201 | |
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| 202 | /** |
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[5498] | 203 | * loads the Parameters of a Weapon |
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| 204 | * @param root the XML-Element to load the Weapons settings from |
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| 205 | */ |
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[4972] | 206 | void Weapon::loadParams(const TiXmlElement* root) |
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| 207 | { |
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[6512] | 208 | WorldEntity::loadParams(root); |
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[4972] | 209 | |
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[7102] | 210 | LoadParam(root, "projectile", this, Weapon, setProjectileTypeC) |
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[6438] | 211 | .describe("Sets the name of the Projectile to load onto the Entity"); |
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[10443] | 212 | |
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| 213 | LoadParam(root, "energy", this, Weapon, setEnergyMax) |
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| 214 | .describe("number of shoots/ energy whatever"); |
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| 215 | |
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| 216 | LoadParam(root, "slot", this, Weapon, setPreferedSlot) |
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| 217 | .describe("slot this weapon will be added"); |
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[10368] | 218 | /* |
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[5671] | 219 | LoadParam(root, "emission-point", this, Weapon, setEmissionPoint) |
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[10368] | 220 | .describe("Sets the Point of emission of this weapon (1: EmmsionVector; 2: EmissionPoint)");*/ |
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[4972] | 221 | |
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[5671] | 222 | LoadParam(root, "state-duration", this, Weapon, setStateDuration) |
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[6438] | 223 | .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)"); |
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[4972] | 224 | |
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[5671] | 225 | LoadParam(root, "action-sound", this, Weapon, setActionSound) |
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[6438] | 226 | .describe("Sets a given sound to an action (1: action-Name; 2: name of the sound (relative to the Data-Path))"); |
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[4972] | 227 | } |
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| 228 | |
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[6728] | 229 | |
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[4947] | 230 | /** |
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| 231 | * sets the Projectile to use for this weapon. |
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| 232 | * @param projectile The ID of the Projectile to use |
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[4950] | 233 | * @returns true, if it was sucessfull, false on error |
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[4947] | 234 | * |
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[5498] | 235 | * be aware, that this function does not create Factories, as this is job of Projecitle/Bullet-classes. |
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| 236 | * What it does, is telling the Weapon what Projectiles it can Emit. |
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[4947] | 237 | */ |
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[9869] | 238 | void Weapon::setProjectileType(const ClassID& projectile) |
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[4947] | 239 | { |
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| 240 | this->projectile = projectile; |
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| 241 | this->projectileFactory = FastFactory::searchFastFactory(projectile); |
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| 242 | if (this->projectileFactory == NULL) |
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[4979] | 243 | { |
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| 244 | PRINTF(1)("unable to find FastFactory for the Projectile.\n"); |
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[4972] | 245 | return; |
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[4979] | 246 | } |
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[4948] | 247 | else |
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| 248 | { |
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| 249 | // grabbing Parameters from the Projectile to have them at hand here. |
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| 250 | Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); |
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[6431] | 251 | this->minCharge = pj->getMinEnergy(); |
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[6700] | 252 | this->maxCharge = pj->getHealthMax(); |
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[4948] | 253 | this->chargeable = pj->isChageable(); |
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[4979] | 254 | this->projectileFactory->kill(pj); |
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[4948] | 255 | } |
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[4979] | 256 | } |
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[3573] | 257 | |
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[6728] | 258 | |
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[4891] | 259 | /** |
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[4950] | 260 | * @see bool Weapon::setProjectile(ClassID projectile) |
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| 261 | * @param projectile the Name of the Projectile. |
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| 262 | */ |
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[7221] | 263 | void Weapon::setProjectileTypeC(const std::string& projectile) |
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[4950] | 264 | { |
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| 265 | FastFactory* tmpFac = FastFactory::searchFastFactory(projectile); |
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| 266 | if (tmpFac != NULL) |
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| 267 | { |
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[5356] | 268 | this->setProjectileType(tmpFac->getStoredID()); |
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[4950] | 269 | } |
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[4972] | 270 | else |
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| 271 | { |
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[9406] | 272 | PRINTF(1)("Projectile %s does not exist for weapon %s\n", projectile.c_str(), this->getCName()); |
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[4972] | 273 | } |
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[4950] | 274 | } |
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| 275 | |
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[6728] | 276 | |
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[4950] | 277 | /** |
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[5356] | 278 | * prepares Projectiles of the Weapon |
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[5498] | 279 | * @param count how many Projectiles to create (they will be stored in the ProjectileFactory) |
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[5356] | 280 | */ |
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| 281 | void Weapon::prepareProjectiles(unsigned int count) |
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| 282 | { |
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[5357] | 283 | if (likely(this->projectileFactory != NULL)) |
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[5356] | 284 | projectileFactory->prepare(count); |
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| 285 | else |
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[9406] | 286 | PRINTF(2)("unable to create %d projectile for Weapon %s::%s\n", count, this->getClassCName(), this->getCName()); |
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[5356] | 287 | } |
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| 288 | |
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[6728] | 289 | |
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[5356] | 290 | /** |
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| 291 | * resurects and returns a Projectile |
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[5498] | 292 | * @returns a Projectile on success, NULL on error |
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| 293 | * |
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| 294 | * errors: 1. (ProjectileFastFactory not Found) |
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| 295 | * 2. No more Projectiles availiable. |
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[5356] | 296 | */ |
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| 297 | Projectile* Weapon::getProjectile() |
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| 298 | { |
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[5357] | 299 | if (likely (this->projectileFactory != NULL)) |
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[6142] | 300 | { |
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| 301 | Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); |
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| 302 | pj->toList((OM_LIST)(this->getOMListNumber()+1)); |
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| 303 | return pj; |
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| 304 | } |
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[5356] | 305 | else |
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| 306 | { |
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[9406] | 307 | PRINTF(2)("No projectile defined for Weapon %s(%s) can't return any\n", this->getCName(), this->getClassCName()); |
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[5356] | 308 | return NULL; |
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| 309 | } |
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| 310 | } |
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| 311 | |
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| 312 | |
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| 313 | /** |
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[4892] | 314 | * sets the emissionPoint's relative position from the Weapon |
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| 315 | * @param point the Point relative to the mass-point of the Weapon |
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| 316 | */ |
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[10368] | 317 | void Weapon::setEmissionPoint(const Vector& point, int barrel) |
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| 318 | { |
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| 319 | this->emissionPoint[barrel]->setRelCoor(point); |
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| 320 | } |
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| 321 | |
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[4892] | 322 | void Weapon::setEmissionPoint(const Vector& point) |
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| 323 | { |
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[10368] | 324 | this->emissionPoint[0]->setRelCoor(point); |
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[4892] | 325 | } |
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| 326 | |
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| 327 | /** |
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[4891] | 328 | * assigns a Sound-file to an action |
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| 329 | * @param action the action the sound should be assigned too |
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| 330 | * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager) |
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| 331 | */ |
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[7221] | 332 | void Weapon::setActionSound(WeaponAction action, const std::string& soundFile) |
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[4885] | 333 | { |
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| 334 | if (action >= WA_ACTION_COUNT) |
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| 335 | return; |
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[4930] | 336 | |
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[7221] | 337 | else if (!soundFile.empty()) |
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[4885] | 338 | { |
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[9869] | 339 | this->soundBuffers[action] = OrxSound::ResourceSoundBuffer(soundFile); |
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| 340 | if (this->soundBuffers[action].loaded()) |
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[4885] | 341 | { |
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[7221] | 342 | PRINTF(4)("Loaded sound %s to action %s.\n", soundFile.c_str(), actionToChar(action)); |
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[4885] | 343 | } |
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| 344 | else |
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| 345 | { |
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[7221] | 346 | PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile.c_str(), actionToChar(action)); |
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[4885] | 347 | } |
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| 348 | } |
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| 349 | else |
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[9869] | 350 | this->soundBuffers[action] = OrxSound::SoundBuffer(); |
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[4885] | 351 | } |
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| 352 | |
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[6728] | 353 | |
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[4893] | 354 | /** |
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[4895] | 355 | * creates/returns an Animation3D for a certain State. |
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| 356 | * @param state what State should the Animation be created/returned for |
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| 357 | * @param node the node this Animation should apply to. (NULL is fine if the animation was already created) |
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| 358 | * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist). |
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[4893] | 359 | * |
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| 360 | * This function does only generate the Animation Object, and if set it will |
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| 361 | * automatically be executed, when a certain State is reached. |
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| 362 | * What this does not do, is set keyframes, you have to operate on the returned animation. |
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| 363 | */ |
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[4895] | 364 | Animation3D* Weapon::getAnimation(WeaponState state, PNode* node) |
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[4893] | 365 | { |
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[4895] | 366 | if (state >= WS_STATE_COUNT) // if the state is not known |
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[4893] | 367 | return NULL; |
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| 368 | |
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[4895] | 369 | if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it. |
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[4893] | 370 | { |
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[4895] | 371 | if (likely(node != NULL)) |
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| 372 | return this->animation[state] = new Animation3D(node); |
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| 373 | else |
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| 374 | { |
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| 375 | PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state)); |
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| 376 | return NULL; |
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| 377 | } |
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[4893] | 378 | } |
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[4895] | 379 | else |
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| 380 | return this->animation[state]; |
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[4893] | 381 | } |
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| 382 | |
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[10368] | 383 | Animation3D* Weapon::getAnimation(int barrel, int seg, PNode* node) |
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| 384 | { |
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| 385 | if (barrel >= this->getBarrels() || seg >= this->getSegs()) // if the state is not known |
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| 386 | return NULL; |
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| 387 | |
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| 388 | if (unlikely(this->shootAnim[barrel][seg] == NULL)) // if the animation does not exist yet create it. |
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| 389 | { |
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| 390 | if (likely(node != NULL)) |
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| 391 | return this->shootAnim[barrel][seg] = new Animation3D(node); |
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| 392 | else |
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| 393 | { |
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| 394 | // PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state)); |
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| 395 | return NULL; |
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| 396 | } |
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| 397 | } |
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| 398 | else |
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| 399 | return this->shootAnim[barrel][seg]; |
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| 400 | } |
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| 401 | |
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[7779] | 402 | OrxGui::GLGuiWidget* Weapon::getEnergyWidget() |
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[6438] | 403 | { |
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[10368] | 404 | if ( this->energyWidget == NULL) |
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[6438] | 405 | { |
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[10368] | 406 | this->energyWidget = new OrxGui::GLGuiEnergyWidgetVertical(); |
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| 407 | //this->energyWidget->setDisplayedName(this->getClassCName()); |
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[6438] | 408 | this->energyWidget->setSize2D( 20, 100); |
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| 409 | this->energyWidget->setMaximum(this->getEnergyMax()); |
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| 410 | this->energyWidget->setValue(this->getEnergy()); |
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| 411 | } |
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| 412 | return this->energyWidget; |
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| 413 | } |
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| 414 | |
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| 415 | void Weapon::updateWidgets() |
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| 416 | { |
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| 417 | if (this->energyWidget != NULL) |
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| 418 | { |
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| 419 | this->energyWidget->setMaximum(this->energyMax); |
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| 420 | this->energyWidget->setValue(this->energy); |
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| 421 | } |
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| 422 | } |
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| 423 | |
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[4892] | 424 | ///////////////// |
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| 425 | // EXECUTION // |
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| 426 | // GAME ACTION // |
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| 427 | ///////////////// |
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[4597] | 428 | /** |
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[4885] | 429 | * request an action that should be executed, |
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| 430 | * @param action the next action to take |
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| 431 | * |
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| 432 | * This function must be called instead of the actions (like fire/reload...) |
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| 433 | * to make all the checks needed to have a usefull WeaponSystem. |
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| 434 | */ |
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| 435 | void Weapon::requestAction(WeaponAction action) |
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| 436 | { |
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[4906] | 437 | if (likely(this->isActive())) |
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[4885] | 438 | { |
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[10368] | 439 | /** Disabled for releaseFire() from WM*/ |
---|
[4906] | 440 | if (this->requestedAction != WA_NONE) |
---|
| 441 | return; |
---|
[10529] | 442 | PRINTF(5)("%s: next action will be %s in %f seconds\n", this->getCName(), actionToChar(action), this->stateDuration); |
---|
[4885] | 443 | this->requestedAction = action; |
---|
| 444 | } |
---|
[4906] | 445 | //else |
---|
| 446 | else if (unlikely(action == WA_ACTIVATE)) |
---|
| 447 | { |
---|
| 448 | this->currentState = WS_ACTIVATING; |
---|
[4926] | 449 | this->requestedAction = WA_ACTIVATE; |
---|
[4906] | 450 | } |
---|
[4885] | 451 | } |
---|
[3577] | 452 | |
---|
[6728] | 453 | |
---|
[4890] | 454 | /** |
---|
| 455 | * adds energy to the Weapon |
---|
| 456 | * @param energyToAdd The amount of energy |
---|
| 457 | * @returns the amount of energy we did not pick up, because the weapon is already full |
---|
| 458 | */ |
---|
| 459 | float Weapon::increaseEnergy(float energyToAdd) |
---|
| 460 | { |
---|
| 461 | float maxAddEnergy = this->energyMax - this->energy; |
---|
| 462 | |
---|
| 463 | if (maxAddEnergy >= energyToAdd) |
---|
| 464 | { |
---|
| 465 | this->energy += energyToAdd; |
---|
[10368] | 466 | this->updateWidgets(); |
---|
[4890] | 467 | return 0.0; |
---|
| 468 | } |
---|
| 469 | else |
---|
| 470 | { |
---|
| 471 | this->energy += maxAddEnergy; |
---|
[10368] | 472 | this->updateWidgets(); |
---|
[4890] | 473 | return energyToAdd - maxAddEnergy; |
---|
| 474 | } |
---|
[10443] | 475 | |
---|
[4890] | 476 | } |
---|
| 477 | |
---|
[6728] | 478 | |
---|
[5498] | 479 | //////////////////////////////////////////////////////////// |
---|
| 480 | // WEAPON INTERNALS // |
---|
| 481 | // These are functions, that no other Weapon should over- // |
---|
| 482 | // write. No class has direct Access to them, as it is // |
---|
| 483 | // quite a complicated process, handling a Weapon from // |
---|
| 484 | // the outside // |
---|
| 485 | //////////////////////////////////////////////////////////// |
---|
[4891] | 486 | /** |
---|
| 487 | * executes an action, and with it starts a new State. |
---|
| 488 | * @return true, if it worked, false otherwise |
---|
| 489 | * |
---|
| 490 | * This function checks, wheter the possibility of executing an action is valid, |
---|
| 491 | * and does all the necessary stuff, to execute them. If an action does not succeed, |
---|
| 492 | * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again) |
---|
| 493 | */ |
---|
[4885] | 494 | bool Weapon::execute() |
---|
[3583] | 495 | { |
---|
[7729] | 496 | #if DEBUG_LEVEL > 4 |
---|
[4885] | 497 | PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction)); |
---|
| 498 | this->debug(); |
---|
[4906] | 499 | #endif |
---|
[4885] | 500 | |
---|
[4926] | 501 | WeaponAction action = this->requestedAction; |
---|
| 502 | this->requestedAction = WA_NONE; |
---|
| 503 | |
---|
| 504 | switch (action) |
---|
[4885] | 505 | { |
---|
[7350] | 506 | case WA_SHOOT: |
---|
[9869] | 507 | return this->fireW(); |
---|
| 508 | break; |
---|
[7350] | 509 | case WA_CHARGE: |
---|
[9869] | 510 | return this->chargeW(); |
---|
| 511 | break; |
---|
[7350] | 512 | case WA_RELOAD: |
---|
[9869] | 513 | return this->reloadW(); |
---|
| 514 | break; |
---|
[7350] | 515 | case WA_DEACTIVATE: |
---|
[9869] | 516 | return this->deactivateW(); |
---|
| 517 | break; |
---|
[7350] | 518 | case WA_ACTIVATE: |
---|
[9869] | 519 | return this->activateW(); |
---|
| 520 | break; |
---|
[8316] | 521 | default: |
---|
[10368] | 522 | PRINTF(5)("Action %s Not Implemented yet \n", Weapon::actionToChar(action)); |
---|
[9869] | 523 | return false; |
---|
[4885] | 524 | } |
---|
[3583] | 525 | } |
---|
[3577] | 526 | |
---|
[4597] | 527 | /** |
---|
[4894] | 528 | * checks and activates the Weapon. |
---|
| 529 | * @return true on success. |
---|
[4892] | 530 | */ |
---|
| 531 | bool Weapon::activateW() |
---|
[3583] | 532 | { |
---|
[6438] | 533 | // if (this->currentState == WS_INACTIVE) |
---|
[4892] | 534 | { |
---|
[6433] | 535 | // play Sound |
---|
[9869] | 536 | if (likely(this->soundBuffers[WA_ACTIVATE].loaded())) |
---|
[4892] | 537 | this->soundSource->play(this->soundBuffers[WA_ACTIVATE]); |
---|
[6444] | 538 | this->updateWidgets(); |
---|
[6438] | 539 | // activate |
---|
[9406] | 540 | PRINTF(4)("Activating the Weapon %s\n", this->getCName()); |
---|
[4892] | 541 | this->activate(); |
---|
[4895] | 542 | // setting up for next action |
---|
[4926] | 543 | this->enterState(WS_ACTIVATING); |
---|
[4892] | 544 | } |
---|
[8316] | 545 | return true; |
---|
[3583] | 546 | } |
---|
[3577] | 547 | |
---|
[4597] | 548 | /** |
---|
[4894] | 549 | * checks and deactivates the Weapon |
---|
| 550 | * @return true on success. |
---|
[4892] | 551 | */ |
---|
| 552 | bool Weapon::deactivateW() |
---|
[3583] | 553 | { |
---|
[6438] | 554 | // if (this->currentState != WS_INACTIVE) |
---|
[4892] | 555 | { |
---|
[9406] | 556 | PRINTF(4)("Deactivating the Weapon %s\n", this->getCName()); |
---|
[6438] | 557 | // play Sound |
---|
[9869] | 558 | if (this->soundBuffers[WA_DEACTIVATE].loaded()) |
---|
[4892] | 559 | this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]); |
---|
[4926] | 560 | // deactivate |
---|
[4892] | 561 | this->deactivate(); |
---|
[4926] | 562 | this->enterState(WS_DEACTIVATING); |
---|
[4892] | 563 | } |
---|
[8316] | 564 | |
---|
| 565 | return true; |
---|
[3583] | 566 | } |
---|
[3577] | 567 | |
---|
[4892] | 568 | /** |
---|
[4894] | 569 | * checks and charges the Weapon |
---|
| 570 | * @return true on success. |
---|
[4892] | 571 | */ |
---|
| 572 | bool Weapon::chargeW() |
---|
[4885] | 573 | { |
---|
[6671] | 574 | if ( this->currentState != WS_INACTIVE && this->energy >= this->minCharge) |
---|
[4892] | 575 | { |
---|
[6438] | 576 | // playing Sound |
---|
[9869] | 577 | if (this->soundBuffers[WA_CHARGE].loaded()) |
---|
[4892] | 578 | this->soundSource->play(this->soundBuffers[WA_CHARGE]); |
---|
[4893] | 579 | |
---|
[6438] | 580 | // charge |
---|
[4892] | 581 | this->charge(); |
---|
[6438] | 582 | // setting up for the next state |
---|
[4926] | 583 | this->enterState(WS_CHARGING); |
---|
[4892] | 584 | } |
---|
| 585 | else // deactivate the Weapon if we do not have enough energy |
---|
| 586 | { |
---|
| 587 | this->requestAction(WA_RELOAD); |
---|
| 588 | } |
---|
[8316] | 589 | return true; |
---|
[4885] | 590 | } |
---|
[3573] | 591 | |
---|
[4892] | 592 | /** |
---|
[4894] | 593 | * checks and fires the Weapon |
---|
| 594 | * @return true on success. |
---|
[4892] | 595 | */ |
---|
| 596 | bool Weapon::fireW() |
---|
[3575] | 597 | { |
---|
[10368] | 598 | // printf("fireW Weapon\n"); |
---|
[6438] | 599 | //if (likely(this->currentState != WS_INACTIVE)) |
---|
[6671] | 600 | if (this->minCharge <= this->energy) |
---|
[4892] | 601 | { |
---|
[6438] | 602 | // playing Sound |
---|
[9869] | 603 | if (this->soundBuffers[WA_SHOOT].loaded()) |
---|
[4892] | 604 | this->soundSource->play(this->soundBuffers[WA_SHOOT]); |
---|
[6438] | 605 | // fire |
---|
[6671] | 606 | this->energy -= this->minCharge; |
---|
[4892] | 607 | this->fire(); |
---|
[6438] | 608 | // setting up for the next state |
---|
[4926] | 609 | this->enterState(WS_SHOOTING); |
---|
[10368] | 610 | this->updateWidgets(); |
---|
[4892] | 611 | } |
---|
| 612 | else // reload if we still have the charge |
---|
| 613 | { |
---|
| 614 | this->requestAction(WA_RELOAD); |
---|
[4930] | 615 | this->execute(); |
---|
[4892] | 616 | } |
---|
[8316] | 617 | return true; |
---|
[4892] | 618 | } |
---|
| 619 | |
---|
| 620 | /** |
---|
[4894] | 621 | * checks and Reloads the Weapon |
---|
| 622 | * @return true on success. |
---|
[4892] | 623 | */ |
---|
| 624 | bool Weapon::reloadW() |
---|
| 625 | { |
---|
[9406] | 626 | PRINTF(4)("Reloading Weapon %s\n", this->getCName()); |
---|
[9869] | 627 | if (!this->ammoContainer.isNull() && |
---|
[7350] | 628 | unlikely(this->energy + this->ammoContainer->getStoredEnergy() < this->minCharge)) |
---|
[4885] | 629 | { |
---|
[10368] | 630 | //this->requestAction(WA_DEACTIVATE); |
---|
[4930] | 631 | this->execute(); |
---|
[4892] | 632 | return false; |
---|
[4885] | 633 | } |
---|
[3573] | 634 | |
---|
| 635 | |
---|
[9869] | 636 | if (this->soundBuffers[WA_RELOAD].loaded()) |
---|
[4892] | 637 | this->soundSource->play(this->soundBuffers[WA_RELOAD]); |
---|
| 638 | |
---|
[9869] | 639 | if (!this->ammoContainer.isNull()) |
---|
[6671] | 640 | this->ammoContainer->fillWeapon(this); |
---|
[4885] | 641 | else |
---|
| 642 | { |
---|
[6671] | 643 | this->energy = this->energyMax; |
---|
[4885] | 644 | } |
---|
[6444] | 645 | this->updateWidgets(); |
---|
[4892] | 646 | this->reload(); |
---|
[4926] | 647 | this->enterState(WS_RELOADING); |
---|
[8316] | 648 | |
---|
| 649 | return true; |
---|
[4926] | 650 | } |
---|
[3575] | 651 | |
---|
[4926] | 652 | /** |
---|
| 653 | * enters the requested State, plays back animations updates the timing. |
---|
| 654 | * @param state the state to enter. |
---|
| 655 | */ |
---|
| 656 | inline void Weapon::enterState(WeaponState state) |
---|
| 657 | { |
---|
[5041] | 658 | PRINTF(4)("ENTERING STATE %s\n", stateToChar(state)); |
---|
[4926] | 659 | // playing animation if availiable |
---|
| 660 | if (likely(this->animation[state] != NULL)) |
---|
| 661 | this->animation[state]->replay(); |
---|
| 662 | |
---|
[6728] | 663 | this->stateDuration += this->times[state]; |
---|
[4926] | 664 | this->currentState = state; |
---|
[3575] | 665 | } |
---|
| 666 | |
---|
[4927] | 667 | /////////////////// |
---|
| 668 | // WORLD-ENTITY // |
---|
| 669 | // FUNCTIONALITY // |
---|
| 670 | /////////////////// |
---|
[3575] | 671 | /** |
---|
[4885] | 672 | * tick signal for time dependent/driven stuff |
---|
[3575] | 673 | */ |
---|
[6736] | 674 | bool Weapon::tickW(float dt) |
---|
[4885] | 675 | { |
---|
[4934] | 676 | //printf("%s ", stateToChar(this->currentState)); |
---|
[4910] | 677 | |
---|
[4885] | 678 | // setting up the timing properties |
---|
| 679 | this->stateDuration -= dt; |
---|
[3575] | 680 | |
---|
[4949] | 681 | if (this->stateDuration <= 0.0) |
---|
[4885] | 682 | { |
---|
[4949] | 683 | if (unlikely (this->currentState == WS_DEACTIVATING)) |
---|
[4885] | 684 | { |
---|
[4949] | 685 | this->currentState = WS_INACTIVE; |
---|
[6736] | 686 | return false; |
---|
[4949] | 687 | } |
---|
| 688 | else |
---|
| 689 | this->currentState = WS_IDLE; |
---|
[4906] | 690 | |
---|
[4949] | 691 | if (this->requestedAction != WA_NONE) |
---|
| 692 | { |
---|
| 693 | this->stateDuration = -dt; |
---|
| 694 | this->execute(); |
---|
[4885] | 695 | } |
---|
| 696 | } |
---|
[6736] | 697 | return true; |
---|
[4885] | 698 | } |
---|
| 699 | |
---|
[3575] | 700 | |
---|
| 701 | |
---|
| 702 | |
---|
[4885] | 703 | ////////////////////// |
---|
| 704 | // HELPER FUNCTIONS // |
---|
| 705 | ////////////////////// |
---|
[3576] | 706 | /** |
---|
[4891] | 707 | * checks wether all the Weapons functions are valid, and if it is possible to go to action with it. |
---|
[5498] | 708 | * @todo IMPLEMENT the Weapons Check |
---|
[4891] | 709 | */ |
---|
| 710 | bool Weapon::check() const |
---|
| 711 | { |
---|
| 712 | bool retVal = true; |
---|
| 713 | |
---|
[6438] | 714 | // if (this->projectile == NULL) |
---|
[4891] | 715 | { |
---|
[5041] | 716 | PRINTF(1)("There was no projectile assigned to the Weapon.\n"); |
---|
[4891] | 717 | retVal = false; |
---|
| 718 | } |
---|
| 719 | |
---|
| 720 | |
---|
| 721 | |
---|
| 722 | |
---|
| 723 | return retVal; |
---|
| 724 | } |
---|
| 725 | |
---|
| 726 | /** |
---|
[4885] | 727 | * some nice debugging information about this Weapon |
---|
| 728 | */ |
---|
| 729 | void Weapon::debug() const |
---|
| 730 | { |
---|
[9406] | 731 | PRINT(0)("Weapon-Debug %s, state: %s (duration: %fs), nextAction: %s\n", this->getCName(), Weapon::stateToChar(this->currentState), this->stateDuration, Weapon::actionToChar(requestedAction)); |
---|
[6671] | 732 | PRINT(0)("Energy: max: %f; current: %f; chargeMin: %f, chargeMax %f\n", |
---|
| 733 | this->energyMax, this->energy, this->minCharge, this->maxCharge); |
---|
[4967] | 734 | |
---|
| 735 | |
---|
[4885] | 736 | } |
---|
[3575] | 737 | |
---|
[5498] | 738 | //////////////////////////////////////////////////////// |
---|
| 739 | // static Definitions (transormators for readability) // |
---|
| 740 | //////////////////////////////////////////////////////// |
---|
[4885] | 741 | /** |
---|
| 742 | * Converts a String into an Action. |
---|
| 743 | * @param action the String input holding the Action. |
---|
| 744 | * @return The Action if known, WA_NONE otherwise. |
---|
| 745 | */ |
---|
[7221] | 746 | WeaponAction Weapon::charToAction(const std::string& action) |
---|
[4885] | 747 | { |
---|
[7221] | 748 | if (action == "none") |
---|
[4885] | 749 | return WA_NONE; |
---|
[7221] | 750 | else if (action == "shoot") |
---|
[4885] | 751 | return WA_SHOOT; |
---|
[7221] | 752 | else if (action == "charge") |
---|
[4885] | 753 | return WA_CHARGE; |
---|
[7221] | 754 | else if (action == "reload") |
---|
[4885] | 755 | return WA_RELOAD; |
---|
[7221] | 756 | else if (action == "acitvate") |
---|
[4885] | 757 | return WA_ACTIVATE; |
---|
[7221] | 758 | else if (action == "deactivate") |
---|
[4885] | 759 | return WA_DEACTIVATE; |
---|
[7221] | 760 | else if (action == "special1") |
---|
[4885] | 761 | return WA_SPECIAL1; |
---|
| 762 | else |
---|
[6438] | 763 | { |
---|
[7221] | 764 | PRINTF(2)("action %s could not be identified.\n", action.c_str()); |
---|
[6438] | 765 | return WA_NONE; |
---|
| 766 | } |
---|
[4885] | 767 | } |
---|
[3575] | 768 | |
---|
| 769 | /** |
---|
[4885] | 770 | * converts an action into a String |
---|
| 771 | * @param action the action to convert |
---|
| 772 | * @return a String matching the name of the action |
---|
| 773 | */ |
---|
| 774 | const char* Weapon::actionToChar(WeaponAction action) |
---|
| 775 | { |
---|
| 776 | switch (action) |
---|
| 777 | { |
---|
[7350] | 778 | case WA_SHOOT: |
---|
[9869] | 779 | return "shoot"; |
---|
| 780 | break; |
---|
[7350] | 781 | case WA_CHARGE: |
---|
[9869] | 782 | return "charge"; |
---|
| 783 | break; |
---|
[7350] | 784 | case WA_RELOAD: |
---|
[9869] | 785 | return "reload"; |
---|
| 786 | break; |
---|
[7350] | 787 | case WA_ACTIVATE: |
---|
[9869] | 788 | return "activate"; |
---|
| 789 | break; |
---|
[7350] | 790 | case WA_DEACTIVATE: |
---|
[9869] | 791 | return "deactivate"; |
---|
| 792 | break; |
---|
[7350] | 793 | case WA_SPECIAL1: |
---|
[9869] | 794 | return "special1"; |
---|
| 795 | break; |
---|
[7350] | 796 | default: |
---|
[9869] | 797 | return "none"; |
---|
| 798 | break; |
---|
[4885] | 799 | } |
---|
| 800 | } |
---|
[3577] | 801 | |
---|
| 802 | /** |
---|
[4885] | 803 | * Converts a String into a State. |
---|
| 804 | * @param state the String input holding the State. |
---|
| 805 | * @return The State if known, WS_NONE otherwise. |
---|
| 806 | */ |
---|
[7221] | 807 | WeaponState Weapon::charToState(const std::string& state) |
---|
[4885] | 808 | { |
---|
[7221] | 809 | if (state == "none") |
---|
[4885] | 810 | return WS_NONE; |
---|
[7221] | 811 | else if (state == "shooting") |
---|
[4885] | 812 | return WS_SHOOTING; |
---|
[7221] | 813 | else if (state == "charging") |
---|
[4885] | 814 | return WS_CHARGING; |
---|
[7221] | 815 | else if (state == "reloading") |
---|
[4885] | 816 | return WS_RELOADING; |
---|
[7221] | 817 | else if (state == "activating") |
---|
[4885] | 818 | return WS_ACTIVATING; |
---|
[7221] | 819 | else if (state == "deactivating") |
---|
[4885] | 820 | return WS_DEACTIVATING; |
---|
[7221] | 821 | else if (state == "inactive") |
---|
[4885] | 822 | return WS_INACTIVE; |
---|
[7221] | 823 | else if (state == "idle") |
---|
[4885] | 824 | return WS_IDLE; |
---|
| 825 | else |
---|
[6438] | 826 | { |
---|
[7221] | 827 | PRINTF(2)("state %s could not be identified.\n", state.c_str()); |
---|
[6438] | 828 | return WS_NONE; |
---|
| 829 | } |
---|
[4885] | 830 | } |
---|
[3583] | 831 | |
---|
| 832 | /** |
---|
[4885] | 833 | * converts a State into a String |
---|
| 834 | * @param state the state to convert |
---|
| 835 | * @return a String matching the name of the state |
---|
| 836 | */ |
---|
| 837 | const char* Weapon::stateToChar(WeaponState state) |
---|
| 838 | { |
---|
| 839 | switch (state) |
---|
| 840 | { |
---|
[7350] | 841 | case WS_SHOOTING: |
---|
[9869] | 842 | return "shooting"; |
---|
| 843 | break; |
---|
[7350] | 844 | case WS_CHARGING: |
---|
[9869] | 845 | return "charging"; |
---|
| 846 | break; |
---|
[7350] | 847 | case WS_RELOADING: |
---|
[9869] | 848 | return "reloading"; |
---|
| 849 | break; |
---|
[7350] | 850 | case WS_ACTIVATING: |
---|
[9869] | 851 | return "activating"; |
---|
| 852 | break; |
---|
[7350] | 853 | case WS_DEACTIVATING: |
---|
[9869] | 854 | return "deactivating"; |
---|
| 855 | break; |
---|
[7350] | 856 | case WS_IDLE: |
---|
[9869] | 857 | return "idle"; |
---|
| 858 | break; |
---|
[7350] | 859 | case WS_INACTIVE: |
---|
[9869] | 860 | return "inactive"; |
---|
| 861 | break; |
---|
[7350] | 862 | default: |
---|
[9869] | 863 | return "none"; |
---|
| 864 | break; |
---|
[4885] | 865 | } |
---|
| 866 | } |
---|