[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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[5355] | 23 | #include "fast_factory.h" |
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[4834] | 24 | #include "projectile.h" |
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| 25 | |
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[5143] | 26 | #include "resource_manager.h" |
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[4894] | 27 | #include "class_list.h" |
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[4834] | 28 | #include "load_param.h" |
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[4828] | 29 | #include "state.h" |
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[4948] | 30 | #include "sound_engine.h" |
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[4885] | 31 | #include "animation3d.h" |
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[4948] | 32 | #include "vector.h" |
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[3573] | 33 | |
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[4892] | 34 | //////////////////// |
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| 35 | // INITAILISATION // |
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| 36 | // SETTING VALUES // |
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| 37 | //////////////////// |
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[3870] | 38 | /** |
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[4885] | 39 | * standard constructor |
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| 40 | * |
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| 41 | * creates a new weapon |
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[3575] | 42 | */ |
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[4955] | 43 | Weapon::Weapon (WeaponManager* weaponManager) |
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[3620] | 44 | { |
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[4885] | 45 | this->init(); |
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[4955] | 46 | this->setWeaponManager(weaponManager); |
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[3620] | 47 | } |
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[3573] | 48 | |
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[3575] | 49 | /** |
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[4885] | 50 | * standard deconstructor |
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[3575] | 51 | */ |
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[4597] | 52 | Weapon::~Weapon () |
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[3573] | 53 | { |
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[4885] | 54 | for (int i = 0; i < WS_STATE_COUNT; i++) |
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[4894] | 55 | if (this->animation[i] && ClassList::exists(animation[i], CL_ANIMATION)) //!< @todo this should check animation3D |
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[4885] | 56 | delete this->animation[i]; |
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| 57 | for (int i = 0; i < WA_ACTION_COUNT; i++) |
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[5302] | 58 | if (this->soundBuffers[i] != NULL && ClassList::exists(this->soundBuffers[i], CL_SOUND_BUFFER)) |
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[4885] | 59 | ResourceManager::getInstance()->unload(this->soundBuffers[i]); |
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[4959] | 60 | |
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| 61 | if (ClassList::exists(this->soundSource, CL_SOUND_SOURCE)) |
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| 62 | delete this->soundSource; |
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[4885] | 63 | } |
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[4597] | 64 | |
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[4885] | 65 | /** |
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| 66 | * initializes the Weapon with ALL default values |
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| 67 | */ |
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| 68 | void Weapon::init() |
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| 69 | { |
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| 70 | this->currentState = WS_INACTIVE; |
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| 71 | this->requestedAction = WA_NONE; |
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| 72 | this->stateDuration = 0.0; |
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| 73 | for (int i = 0; i < WS_STATE_COUNT; i++) |
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| 74 | { |
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| 75 | this->times[i] = 0.0; |
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| 76 | this->animation[i] = NULL; |
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| 77 | } |
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| 78 | for (int i = 0; i < WA_ACTION_COUNT; i++) |
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| 79 | this->soundBuffers[i] = NULL; |
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[3888] | 80 | |
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[4885] | 81 | this->soundSource = new SoundSource(this); |
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[4892] | 82 | this->emissionPoint.setParent(this); |
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[4885] | 83 | |
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[4947] | 84 | this->projectile = CL_NULL; |
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| 85 | this->projectileFactory = NULL; |
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[4885] | 86 | |
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[4906] | 87 | this->hideInactive = true; |
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| 88 | |
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[4885] | 89 | this->minCharge = 1.0; |
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| 90 | this->maxCharge = 1.0; |
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[4927] | 91 | |
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[4885] | 92 | this->energyLoaded = .0; |
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[4930] | 93 | this->energyLoadedMax = 5.0; |
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[4885] | 94 | this->energy = .0; |
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[4930] | 95 | this->energyMax = 10.0; |
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[4955] | 96 | |
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| 97 | this->setWeaponManager(NULL); |
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[3573] | 98 | } |
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| 99 | |
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[4972] | 100 | void Weapon::loadParams(const TiXmlElement* root) |
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| 101 | { |
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| 102 | static_cast<WorldEntity*>(this)->loadParams(root); |
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| 103 | |
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[5356] | 104 | LoadParam<Weapon>(root, "projectile", this, &Weapon::setProjectileType) |
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[4972] | 105 | .describe("Sets the name of the Projectile to load onto the Entity"); |
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| 106 | |
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| 107 | LoadParam<Weapon>(root, "emission-point", this, &Weapon::setEmissionPoint) |
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| 108 | .describe("Sets the Point of emission of this weapon"); |
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| 109 | |
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| 110 | LoadParam<Weapon>(root, "state-duration", this, &Weapon::setStateDuration) |
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| 111 | .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)"); |
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| 112 | |
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| 113 | LoadParam<Weapon>(root, "action-sound", this, &Weapon::setActionSound) |
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| 114 | .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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| 115 | } |
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| 116 | |
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[4947] | 117 | /** |
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| 118 | * sets the Projectile to use for this weapon. |
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| 119 | * @param projectile The ID of the Projectile to use |
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[4950] | 120 | * @returns true, if it was sucessfull, false on error |
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[4947] | 121 | * |
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| 122 | * be aware, that this function does not create Factories, as this is job of Bullet-classes. |
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| 123 | */ |
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[5356] | 124 | void Weapon::setProjectileType(ClassID projectile) |
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[4947] | 125 | { |
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| 126 | if (projectile == CL_NULL) |
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[4972] | 127 | return; |
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[4947] | 128 | this->projectile = projectile; |
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| 129 | this->projectileFactory = FastFactory::searchFastFactory(projectile); |
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| 130 | if (this->projectileFactory == NULL) |
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[4979] | 131 | { |
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| 132 | PRINTF(1)("unable to find FastFactory for the Projectile.\n"); |
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[4972] | 133 | return; |
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[4979] | 134 | } |
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[4948] | 135 | else |
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| 136 | { |
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| 137 | // grabbing Parameters from the Projectile to have them at hand here. |
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| 138 | Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); |
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| 139 | this->minCharge = pj->getEnergyMin(); |
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| 140 | this->maxCharge = pj->getEnergyMax(); |
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| 141 | this->chargeable = pj->isChageable(); |
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[4979] | 142 | this->projectileFactory->kill(pj); |
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[4948] | 143 | } |
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[4979] | 144 | } |
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[3573] | 145 | |
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[4891] | 146 | /** |
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[4950] | 147 | * @see bool Weapon::setProjectile(ClassID projectile) |
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| 148 | * @param projectile the Name of the Projectile. |
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| 149 | */ |
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[5356] | 150 | void Weapon::setProjectileType(const char* projectile) |
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[4950] | 151 | { |
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| 152 | if (projectile == NULL) |
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[4972] | 153 | return; |
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[4950] | 154 | FastFactory* tmpFac = FastFactory::searchFastFactory(projectile); |
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| 155 | if (tmpFac != NULL) |
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| 156 | { |
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[5356] | 157 | this->setProjectileType(tmpFac->getStoredID()); |
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[4950] | 158 | } |
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[4972] | 159 | else |
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| 160 | { |
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[5356] | 161 | PRINTF(1)("Projectile %s does not exist for weapon %s\n", projectile, this->getName()); |
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[4972] | 162 | } |
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[4950] | 163 | } |
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| 164 | |
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| 165 | /** |
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[5356] | 166 | * prepares Projectiles of the Weapon |
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| 167 | * @param count how many Projectiles to create |
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| 168 | */ |
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| 169 | void Weapon::prepareProjectiles(unsigned int count) |
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| 170 | { |
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[5357] | 171 | if (likely(this->projectileFactory != NULL)) |
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[5356] | 172 | projectileFactory->prepare(count); |
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| 173 | else |
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[5357] | 174 | PRINTF(2)("unable to create %d projectile for Weapon %s (%s)\n", count, this->getName(), this->getClassName()); |
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[5356] | 175 | } |
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| 176 | |
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| 177 | /** |
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| 178 | * resurects and returns a Projectile |
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| 179 | * @returns a Projectile on success, NULL on error (ProjectileFastFactory not Found) |
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| 180 | */ |
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| 181 | Projectile* Weapon::getProjectile() |
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| 182 | { |
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[5357] | 183 | if (likely (this->projectileFactory != NULL)) |
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[5356] | 184 | return dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); |
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| 185 | else |
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| 186 | { |
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[5357] | 187 | PRINTF(2)("No projectile defined for Weapon %s(%s) cant return any\n", this->getName(), this->getClassName()); |
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[5356] | 188 | return NULL; |
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| 189 | } |
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| 190 | } |
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| 191 | |
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| 192 | |
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| 193 | /** |
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[4892] | 194 | * sets the emissionPoint's relative position from the Weapon |
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| 195 | * @param point the Point relative to the mass-point of the Weapon |
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| 196 | */ |
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| 197 | void Weapon::setEmissionPoint(const Vector& point) |
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| 198 | { |
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| 199 | this->emissionPoint.setRelCoor(point); |
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| 200 | } |
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| 201 | |
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| 202 | /** |
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[4891] | 203 | * assigns a Sound-file to an action |
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| 204 | * @param action the action the sound should be assigned too |
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| 205 | * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager) |
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| 206 | */ |
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[4885] | 207 | void Weapon::setActionSound(WeaponAction action, const char* soundFile) |
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| 208 | { |
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| 209 | if (action >= WA_ACTION_COUNT) |
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| 210 | return; |
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[4930] | 211 | if (this->soundBuffers[action] != NULL) |
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| 212 | ResourceManager::getInstance()->unload(this->soundBuffers[action]); |
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| 213 | |
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[4885] | 214 | else if (soundFile != NULL) |
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| 215 | { |
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| 216 | this->soundBuffers[action] = (SoundBuffer*)ResourceManager::getInstance()->load(soundFile, WAV); |
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| 217 | if (this->soundBuffers[action] != NULL) |
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| 218 | { |
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[4967] | 219 | PRINTF(4)("Loaded sound %s to action %s.\n", soundFile, actionToChar(action)); |
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[4885] | 220 | } |
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| 221 | else |
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| 222 | { |
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[5041] | 223 | PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile, actionToChar(action)); |
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[4885] | 224 | } |
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| 225 | } |
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| 226 | else |
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| 227 | this->soundBuffers[action] = NULL; |
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| 228 | } |
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| 229 | |
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[4893] | 230 | /** |
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[4895] | 231 | * creates/returns an Animation3D for a certain State. |
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| 232 | * @param state what State should the Animation be created/returned for |
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| 233 | * @param node the node this Animation should apply to. (NULL is fine if the animation was already created) |
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| 234 | * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist). |
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[4893] | 235 | * |
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| 236 | * This function does only generate the Animation Object, and if set it will |
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| 237 | * automatically be executed, when a certain State is reached. |
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| 238 | * What this does not do, is set keyframes, you have to operate on the returned animation. |
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| 239 | */ |
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[4895] | 240 | Animation3D* Weapon::getAnimation(WeaponState state, PNode* node) |
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[4893] | 241 | { |
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[4895] | 242 | if (state >= WS_STATE_COUNT) // if the state is not known |
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[4893] | 243 | return NULL; |
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| 244 | |
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[4895] | 245 | if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it. |
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[4893] | 246 | { |
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[4895] | 247 | if (likely(node != NULL)) |
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| 248 | return this->animation[state] = new Animation3D(node); |
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| 249 | else |
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| 250 | { |
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| 251 | PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state)); |
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| 252 | return NULL; |
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| 253 | } |
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[4893] | 254 | } |
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[4895] | 255 | else |
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| 256 | return this->animation[state]; |
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[4893] | 257 | } |
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| 258 | |
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[4892] | 259 | ///////////////// |
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| 260 | // EXECUTION // |
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| 261 | // GAME ACTION // |
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| 262 | ///////////////// |
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[4597] | 263 | /** |
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[4885] | 264 | * request an action that should be executed, |
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| 265 | * @param action the next action to take |
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| 266 | * |
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| 267 | * This function must be called instead of the actions (like fire/reload...) |
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| 268 | * to make all the checks needed to have a usefull WeaponSystem. |
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| 269 | */ |
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| 270 | void Weapon::requestAction(WeaponAction action) |
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| 271 | { |
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[4906] | 272 | if (likely(this->isActive())) |
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[4885] | 273 | { |
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[4906] | 274 | if (this->requestedAction != WA_NONE) |
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| 275 | return; |
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[5041] | 276 | PRINTF(5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration); |
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[4885] | 277 | this->requestedAction = action; |
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| 278 | } |
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[4906] | 279 | //else |
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| 280 | else if (unlikely(action == WA_ACTIVATE)) |
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| 281 | { |
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| 282 | this->currentState = WS_ACTIVATING; |
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[4926] | 283 | this->requestedAction = WA_ACTIVATE; |
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[4906] | 284 | } |
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[4885] | 285 | } |
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[3577] | 286 | |
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[4890] | 287 | /** |
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| 288 | * adds energy to the Weapon |
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| 289 | * @param energyToAdd The amount of energy |
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| 290 | * @returns the amount of energy we did not pick up, because the weapon is already full |
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| 291 | */ |
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| 292 | float Weapon::increaseEnergy(float energyToAdd) |
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| 293 | { |
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| 294 | float maxAddEnergy = this->energyMax - this->energy; |
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| 295 | |
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| 296 | if (maxAddEnergy >= energyToAdd) |
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| 297 | { |
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| 298 | this->energy += energyToAdd; |
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| 299 | return 0.0; |
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| 300 | } |
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| 301 | else |
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| 302 | { |
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| 303 | this->energy += maxAddEnergy; |
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| 304 | return energyToAdd - maxAddEnergy; |
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| 305 | } |
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| 306 | } |
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| 307 | |
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[4892] | 308 | ////////////////////// |
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| 309 | // WEAPON INTERNALS // |
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| 310 | ////////////////////// |
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[4891] | 311 | /** |
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| 312 | * executes an action, and with it starts a new State. |
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| 313 | * @return true, if it worked, false otherwise |
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| 314 | * |
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| 315 | * This function checks, wheter the possibility of executing an action is valid, |
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| 316 | * and does all the necessary stuff, to execute them. If an action does not succeed, |
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| 317 | * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again) |
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| 318 | */ |
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[4885] | 319 | bool Weapon::execute() |
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[3583] | 320 | { |
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[4906] | 321 | #if DEBUG > 4 |
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[4885] | 322 | PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction)); |
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| 323 | this->debug(); |
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[4906] | 324 | #endif |
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[4885] | 325 | |
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[4926] | 326 | WeaponAction action = this->requestedAction; |
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| 327 | this->requestedAction = WA_NONE; |
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| 328 | |
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| 329 | switch (action) |
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[4885] | 330 | { |
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| 331 | case WA_SHOOT: |
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[4894] | 332 | return this->fireW(); |
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[4885] | 333 | break; |
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| 334 | case WA_CHARGE: |
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[4894] | 335 | return this->chargeW(); |
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[4885] | 336 | break; |
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| 337 | case WA_RELOAD: |
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[4894] | 338 | return this->reloadW(); |
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[4885] | 339 | break; |
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| 340 | case WA_DEACTIVATE: |
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[4894] | 341 | return this->deactivateW(); |
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[4885] | 342 | break; |
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| 343 | case WA_ACTIVATE: |
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[4894] | 344 | return this->activateW(); |
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[4885] | 345 | break; |
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| 346 | } |
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[3583] | 347 | } |
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[3577] | 348 | |
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[4597] | 349 | /** |
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[4894] | 350 | * checks and activates the Weapon. |
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| 351 | * @return true on success. |
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[4892] | 352 | */ |
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| 353 | bool Weapon::activateW() |
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[3583] | 354 | { |
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[4926] | 355 | // if (this->currentState == WS_INACTIVE) |
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[4892] | 356 | { |
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| 357 | // play Sound |
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[4893] | 358 | if (likely(this->soundBuffers[WA_ACTIVATE] != NULL)) |
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[4892] | 359 | this->soundSource->play(this->soundBuffers[WA_ACTIVATE]); |
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| 360 | // activate |
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[4895] | 361 | PRINTF(4)("Activating the Weapon %s\n", this->getName()); |
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[4892] | 362 | this->activate(); |
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[4895] | 363 | // setting up for next action |
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[4926] | 364 | this->enterState(WS_ACTIVATING); |
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[4892] | 365 | } |
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[3583] | 366 | } |
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[3577] | 367 | |
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[4597] | 368 | /** |
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[4894] | 369 | * checks and deactivates the Weapon |
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| 370 | * @return true on success. |
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[4892] | 371 | */ |
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| 372 | bool Weapon::deactivateW() |
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[3583] | 373 | { |
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[4949] | 374 | // if (this->currentState != WS_INACTIVE) |
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[4892] | 375 | { |
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| 376 | PRINTF(4)("Deactivating the Weapon %s\n", this->getName()); |
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| 377 | // play Sound |
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| 378 | if (this->soundBuffers[WA_DEACTIVATE] != NULL) |
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| 379 | this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]); |
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[4926] | 380 | // deactivate |
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[4892] | 381 | this->deactivate(); |
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[4926] | 382 | this->enterState(WS_DEACTIVATING); |
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[4892] | 383 | } |
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[3583] | 384 | } |
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[3577] | 385 | |
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[4892] | 386 | /** |
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[4894] | 387 | * checks and charges the Weapon |
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| 388 | * @return true on success. |
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[4892] | 389 | */ |
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| 390 | bool Weapon::chargeW() |
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[4885] | 391 | { |
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[4892] | 392 | if ( this->currentState != WS_INACTIVE && this->energyLoaded >= this->minCharge) |
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| 393 | { |
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| 394 | // playing Sound |
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| 395 | if (this->soundBuffers[WA_CHARGE] != NULL) |
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| 396 | this->soundSource->play(this->soundBuffers[WA_CHARGE]); |
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[4893] | 397 | |
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[4892] | 398 | // charge |
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| 399 | this->charge(); |
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| 400 | // setting up for the next state |
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[4926] | 401 | this->enterState(WS_CHARGING); |
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[4892] | 402 | } |
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| 403 | else // deactivate the Weapon if we do not have enough energy |
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| 404 | { |
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| 405 | this->requestAction(WA_RELOAD); |
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| 406 | } |
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[4885] | 407 | } |
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[3573] | 408 | |
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[4892] | 409 | /** |
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[4894] | 410 | * checks and fires the Weapon |
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| 411 | * @return true on success. |
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[4892] | 412 | */ |
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| 413 | bool Weapon::fireW() |
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[3575] | 414 | { |
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[4892] | 415 | //if (likely(this->currentState != WS_INACTIVE)) |
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| 416 | if (this->minCharge <= this->energyLoaded) |
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| 417 | { |
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| 418 | // playing Sound |
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| 419 | if (this->soundBuffers[WA_SHOOT] != NULL) |
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| 420 | this->soundSource->play(this->soundBuffers[WA_SHOOT]); |
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| 421 | // fire |
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| 422 | this->fire(); |
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| 423 | this->energyLoaded -= this->minCharge; |
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| 424 | // setting up for the next state |
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[4926] | 425 | this->enterState(WS_SHOOTING); |
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[4892] | 426 | } |
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| 427 | else // reload if we still have the charge |
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| 428 | { |
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| 429 | this->requestAction(WA_RELOAD); |
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[4930] | 430 | this->execute(); |
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[4892] | 431 | } |
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| 432 | } |
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| 433 | |
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| 434 | /** |
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[4894] | 435 | * checks and Reloads the Weapon |
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| 436 | * @return true on success. |
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[4892] | 437 | */ |
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| 438 | bool Weapon::reloadW() |
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| 439 | { |
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[4885] | 440 | PRINTF(4)("Reloading Weapon %s\n", this->getName()); |
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[4892] | 441 | if (unlikely(this->energy + this->energyLoaded < this->minCharge)) |
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[4885] | 442 | { |
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| 443 | this->requestAction(WA_DEACTIVATE); |
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[4930] | 444 | this->execute(); |
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[4892] | 445 | return false; |
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[4885] | 446 | } |
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[3573] | 447 | |
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[4885] | 448 | float chargeSize = this->energyLoadedMax - this->energyLoaded; //!< The energy to be charged |
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[3573] | 449 | |
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[4892] | 450 | if (this->soundBuffers[WA_RELOAD] != NULL) |
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| 451 | this->soundSource->play(this->soundBuffers[WA_RELOAD]); |
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| 452 | |
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[4885] | 453 | if (chargeSize > this->energy) |
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| 454 | { |
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| 455 | this->energyLoaded += this->energy; |
---|
| 456 | this->energy = 0.0; |
---|
[5041] | 457 | PRINT(5)("Energy depleted\n"); |
---|
[4885] | 458 | } |
---|
| 459 | else |
---|
| 460 | { |
---|
[5041] | 461 | PRINTF(5)("Loaded %f energy into the Guns Buffer\n", chargeSize); |
---|
[4885] | 462 | this->energyLoaded += chargeSize; |
---|
| 463 | this->energy -= chargeSize; |
---|
| 464 | } |
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[4892] | 465 | this->reload(); |
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[4926] | 466 | this->enterState(WS_RELOADING); |
---|
| 467 | } |
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[3575] | 468 | |
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[4926] | 469 | /** |
---|
| 470 | * enters the requested State, plays back animations updates the timing. |
---|
| 471 | * @param state the state to enter. |
---|
| 472 | */ |
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| 473 | inline void Weapon::enterState(WeaponState state) |
---|
| 474 | { |
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[5041] | 475 | PRINTF(4)("ENTERING STATE %s\n", stateToChar(state)); |
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[4926] | 476 | // playing animation if availiable |
---|
| 477 | if (likely(this->animation[state] != NULL)) |
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| 478 | this->animation[state]->replay(); |
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| 479 | |
---|
| 480 | this->stateDuration = this->times[state] + this->stateDuration; |
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| 481 | this->currentState = state; |
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[3575] | 482 | } |
---|
| 483 | |
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[4927] | 484 | /////////////////// |
---|
| 485 | // WORLD-ENTITY // |
---|
| 486 | // FUNCTIONALITY // |
---|
| 487 | /////////////////// |
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[3575] | 488 | /** |
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[4885] | 489 | * tick signal for time dependent/driven stuff |
---|
[3575] | 490 | */ |
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[4906] | 491 | void Weapon::tickW(float dt) |
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[4885] | 492 | { |
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[4934] | 493 | //printf("%s ", stateToChar(this->currentState)); |
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[4910] | 494 | |
---|
[4885] | 495 | // setting up the timing properties |
---|
| 496 | this->stateDuration -= dt; |
---|
[3575] | 497 | |
---|
[4949] | 498 | if (this->stateDuration <= 0.0) |
---|
[4885] | 499 | { |
---|
[4949] | 500 | if (unlikely (this->currentState == WS_DEACTIVATING)) |
---|
[4885] | 501 | { |
---|
[4949] | 502 | this->currentState = WS_INACTIVE; |
---|
| 503 | return; |
---|
| 504 | } |
---|
| 505 | else |
---|
| 506 | this->currentState = WS_IDLE; |
---|
[4906] | 507 | |
---|
[4949] | 508 | if (this->requestedAction != WA_NONE) |
---|
| 509 | { |
---|
| 510 | this->stateDuration = -dt; |
---|
| 511 | this->execute(); |
---|
[4885] | 512 | } |
---|
| 513 | } |
---|
[4906] | 514 | tick(dt); |
---|
[4885] | 515 | } |
---|
| 516 | |
---|
[3575] | 517 | /** |
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[4885] | 518 | * this will draw the weapon |
---|
[3575] | 519 | */ |
---|
[4885] | 520 | void Weapon::draw () |
---|
[3575] | 521 | {} |
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| 522 | |
---|
| 523 | |
---|
| 524 | |
---|
| 525 | |
---|
[3576] | 526 | |
---|
[4885] | 527 | ////////////////////// |
---|
| 528 | // HELPER FUNCTIONS // |
---|
| 529 | ////////////////////// |
---|
[3576] | 530 | /** |
---|
[4891] | 531 | * checks wether all the Weapons functions are valid, and if it is possible to go to action with it. |
---|
| 532 | * |
---|
| 533 | */ |
---|
| 534 | bool Weapon::check() const |
---|
| 535 | { |
---|
| 536 | bool retVal = true; |
---|
| 537 | |
---|
[4947] | 538 | // if (this->projectile == NULL) |
---|
[4891] | 539 | { |
---|
[5041] | 540 | PRINTF(1)("There was no projectile assigned to the Weapon.\n"); |
---|
[4891] | 541 | retVal = false; |
---|
| 542 | } |
---|
| 543 | |
---|
| 544 | |
---|
| 545 | |
---|
| 546 | |
---|
| 547 | return retVal; |
---|
| 548 | } |
---|
| 549 | |
---|
| 550 | /** |
---|
[4885] | 551 | * some nice debugging information about this Weapon |
---|
| 552 | */ |
---|
| 553 | void Weapon::debug() const |
---|
| 554 | { |
---|
[5041] | 555 | PRINT(3)("Weapon-Debug %s, state: %s, nextAction: %s\n", this->getName(), Weapon::stateToChar(this->currentState), Weapon::actionToChar(requestedAction)); |
---|
[4885] | 556 | PRINT(3)("Energy: max: %f; current: %f; loadedMax: %f; loadedCurrent: %f; chargeMin: %f, chargeMax %f\n", |
---|
| 557 | this->energyMax, this->energy, this->energyLoadedMax, this->energyLoaded, this->minCharge, this->maxCharge); |
---|
[4967] | 558 | |
---|
| 559 | |
---|
[4885] | 560 | } |
---|
[3575] | 561 | |
---|
| 562 | |
---|
[4885] | 563 | // static |
---|
| 564 | /** |
---|
| 565 | * Converts a String into an Action. |
---|
| 566 | * @param action the String input holding the Action. |
---|
| 567 | * @return The Action if known, WA_NONE otherwise. |
---|
| 568 | */ |
---|
| 569 | WeaponAction Weapon::charToAction(const char* action) |
---|
| 570 | { |
---|
| 571 | if (!strcmp(action, "none")) |
---|
| 572 | return WA_NONE; |
---|
| 573 | else if (!strcmp(action, "shoot")) |
---|
| 574 | return WA_SHOOT; |
---|
| 575 | else if (!strcmp(action, "charge")) |
---|
| 576 | return WA_CHARGE; |
---|
| 577 | else if (!strcmp(action, "reload")) |
---|
| 578 | return WA_RELOAD; |
---|
| 579 | else if (!strcmp(action, "acitvate")) |
---|
| 580 | return WA_ACTIVATE; |
---|
| 581 | else if (!strcmp(action, "deactivate")) |
---|
| 582 | return WA_DEACTIVATE; |
---|
| 583 | else if (!strcmp(action, "special1")) |
---|
| 584 | return WA_SPECIAL1; |
---|
| 585 | else |
---|
| 586 | { |
---|
| 587 | PRINTF(2)("action %s could not be identified.\n", action); |
---|
| 588 | return WA_NONE; |
---|
| 589 | } |
---|
| 590 | } |
---|
[3575] | 591 | |
---|
| 592 | /** |
---|
[4885] | 593 | * converts an action into a String |
---|
| 594 | * @param action the action to convert |
---|
| 595 | * @return a String matching the name of the action |
---|
| 596 | */ |
---|
| 597 | const char* Weapon::actionToChar(WeaponAction action) |
---|
| 598 | { |
---|
| 599 | switch (action) |
---|
| 600 | { |
---|
| 601 | case WA_SHOOT: |
---|
| 602 | return "shoot"; |
---|
| 603 | break; |
---|
| 604 | case WA_CHARGE: |
---|
| 605 | return "charge"; |
---|
| 606 | break; |
---|
| 607 | case WA_RELOAD: |
---|
| 608 | return "reload"; |
---|
| 609 | break; |
---|
| 610 | case WA_ACTIVATE: |
---|
| 611 | return "activate"; |
---|
| 612 | break; |
---|
| 613 | case WA_DEACTIVATE: |
---|
| 614 | return "deactivate"; |
---|
| 615 | break; |
---|
| 616 | case WA_SPECIAL1: |
---|
| 617 | return "special1"; |
---|
| 618 | break; |
---|
| 619 | default: |
---|
| 620 | return "none"; |
---|
| 621 | break; |
---|
| 622 | } |
---|
| 623 | } |
---|
[3577] | 624 | |
---|
| 625 | /** |
---|
[4885] | 626 | * Converts a String into a State. |
---|
| 627 | * @param state the String input holding the State. |
---|
| 628 | * @return The State if known, WS_NONE otherwise. |
---|
| 629 | */ |
---|
| 630 | WeaponState Weapon::charToState(const char* state) |
---|
| 631 | { |
---|
| 632 | if (!strcmp(state, "none")) |
---|
| 633 | return WS_NONE; |
---|
| 634 | else if (!strcmp(state, "shooting")) |
---|
| 635 | return WS_SHOOTING; |
---|
| 636 | else if (!strcmp(state, "charging")) |
---|
| 637 | return WS_CHARGING; |
---|
| 638 | else if (!strcmp(state, "reloading")) |
---|
| 639 | return WS_RELOADING; |
---|
| 640 | else if (!strcmp(state, "activating")) |
---|
| 641 | return WS_ACTIVATING; |
---|
| 642 | else if (!strcmp(state, "deactivating")) |
---|
| 643 | return WS_DEACTIVATING; |
---|
| 644 | else if (!strcmp(state, "inactive")) |
---|
| 645 | return WS_INACTIVE; |
---|
| 646 | else if (!strcmp(state, "idle")) |
---|
| 647 | return WS_IDLE; |
---|
| 648 | else |
---|
| 649 | { |
---|
| 650 | PRINTF(2)("state %s could not be identified.\n", state); |
---|
| 651 | return WS_NONE; |
---|
| 652 | } |
---|
| 653 | } |
---|
[3583] | 654 | |
---|
| 655 | /** |
---|
[4885] | 656 | * converts a State into a String |
---|
| 657 | * @param state the state to convert |
---|
| 658 | * @return a String matching the name of the state |
---|
| 659 | */ |
---|
| 660 | const char* Weapon::stateToChar(WeaponState state) |
---|
| 661 | { |
---|
| 662 | switch (state) |
---|
| 663 | { |
---|
| 664 | case WS_SHOOTING: |
---|
| 665 | return "shooting"; |
---|
| 666 | break; |
---|
| 667 | case WS_CHARGING: |
---|
| 668 | return "charging"; |
---|
| 669 | break; |
---|
| 670 | case WS_RELOADING: |
---|
| 671 | return "reloading"; |
---|
| 672 | break; |
---|
| 673 | case WS_ACTIVATING: |
---|
| 674 | return "activating"; |
---|
| 675 | break; |
---|
| 676 | case WS_DEACTIVATING: |
---|
| 677 | return "deactivating"; |
---|
| 678 | break; |
---|
| 679 | case WS_IDLE: |
---|
| 680 | return "idle"; |
---|
| 681 | break; |
---|
[4906] | 682 | case WS_INACTIVE: |
---|
| 683 | return "inactive"; |
---|
| 684 | break; |
---|
[4885] | 685 | default: |
---|
| 686 | return "none"; |
---|
| 687 | break; |
---|
| 688 | } |
---|
| 689 | } |
---|