[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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[5498] | 67 | * |
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| 68 | * This Sets the default values of the Weapon |
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[4885] | 69 | */ |
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| 70 | void Weapon::init() |
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| 71 | { |
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[5498] | 72 | this->currentState = WS_INACTIVE; //< Normaly the Weapon is Inactive |
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| 73 | this->requestedAction = WA_NONE; //< No action is requested by default |
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| 74 | this->stateDuration = 0.0; //< All the States have zero duration |
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| 75 | for (int i = 0; i < WS_STATE_COUNT; i++) //< Every State has: |
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[4885] | 76 | { |
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[5498] | 77 | this->times[i] = 0.0; //< An infinitesimal duration |
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| 78 | this->animation[i] = NULL; //< No animation |
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[4885] | 79 | } |
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| 80 | for (int i = 0; i < WA_ACTION_COUNT; i++) |
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[5498] | 81 | this->soundBuffers[i] = NULL; //< No Sounds |
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[3888] | 82 | |
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[5498] | 83 | this->soundSource = new SoundSource(this); //< Every Weapon has exacty one SoundSource. |
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| 84 | this->emissionPoint.setParent(this); //< One EmissionPoint, that is a PNode connected to the weapon. You can set this to the exitting point of the Projectiles |
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[4885] | 85 | |
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[5498] | 86 | this->projectile = CL_NULL; //< No Projectile Class is Connected to this weapon |
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| 87 | this->projectileFactory = NULL; //< No Factory generating Projectiles is selected. |
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[4885] | 88 | |
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[5498] | 89 | this->hideInactive = true; //< The Weapon will be hidden if it is inactive (by default) |
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[4906] | 90 | |
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[5498] | 91 | this->minCharge = 1.0; //< The minimum charge the Weapon can hold is 1 unit. |
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| 92 | this->maxCharge = 1.0; //< The maximum charge is also one unit. |
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[4927] | 93 | |
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[5498] | 94 | this->energyLoaded = .0; //< How much energy is loaded in the Gun. (Weapons must be charged befor usage) |
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| 95 | this->energyLoadedMax = 5.0; //< Each Weapon has a Maximum energy that can be charged onto it |
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| 96 | this->energy = .0; //< The secondary Buffer (before we have to reload) |
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| 97 | this->energyMax = 10.0; //< How much energy can be carried |
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| 98 | this->capability = WTYPE_ALL; //< The Weapon has all capabilities @see W_Capability. |
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[4955] | 99 | |
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[5498] | 100 | this->setWeaponManager(NULL); //< By default the Weapon is free, and unhandled by a WeaponManager (this is good for small enemies). |
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[3573] | 101 | } |
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| 102 | |
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[5498] | 103 | /** |
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| 104 | * loads the Parameters of a Weapon |
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| 105 | * @param root the XML-Element to load the Weapons settings from |
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| 106 | */ |
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[4972] | 107 | void Weapon::loadParams(const TiXmlElement* root) |
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| 108 | { |
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| 109 | static_cast<WorldEntity*>(this)->loadParams(root); |
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| 110 | |
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[5671] | 111 | LoadParam(root, "projectile", this, Weapon, setProjectileType) |
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[4972] | 112 | .describe("Sets the name of the Projectile to load onto the Entity"); |
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| 113 | |
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[5671] | 114 | LoadParam(root, "emission-point", this, Weapon, setEmissionPoint) |
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[4972] | 115 | .describe("Sets the Point of emission of this weapon"); |
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| 116 | |
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[5671] | 117 | LoadParam(root, "state-duration", this, Weapon, setStateDuration) |
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[4972] | 118 | .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)"); |
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| 119 | |
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[5671] | 120 | LoadParam(root, "action-sound", this, Weapon, setActionSound) |
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[4972] | 121 | .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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| 122 | } |
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| 123 | |
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[4947] | 124 | /** |
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| 125 | * sets the Projectile to use for this weapon. |
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| 126 | * @param projectile The ID of the Projectile to use |
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[4950] | 127 | * @returns true, if it was sucessfull, false on error |
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[4947] | 128 | * |
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[5498] | 129 | * be aware, that this function does not create Factories, as this is job of Projecitle/Bullet-classes. |
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| 130 | * What it does, is telling the Weapon what Projectiles it can Emit. |
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[4947] | 131 | */ |
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[5356] | 132 | void Weapon::setProjectileType(ClassID projectile) |
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[4947] | 133 | { |
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| 134 | if (projectile == CL_NULL) |
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[4972] | 135 | return; |
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[4947] | 136 | this->projectile = projectile; |
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| 137 | this->projectileFactory = FastFactory::searchFastFactory(projectile); |
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| 138 | if (this->projectileFactory == NULL) |
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[4979] | 139 | { |
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| 140 | PRINTF(1)("unable to find FastFactory for the Projectile.\n"); |
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[4972] | 141 | return; |
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[4979] | 142 | } |
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[4948] | 143 | else |
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| 144 | { |
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| 145 | // grabbing Parameters from the Projectile to have them at hand here. |
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| 146 | Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); |
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| 147 | this->minCharge = pj->getEnergyMin(); |
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| 148 | this->maxCharge = pj->getEnergyMax(); |
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| 149 | this->chargeable = pj->isChageable(); |
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[4979] | 150 | this->projectileFactory->kill(pj); |
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[4948] | 151 | } |
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[4979] | 152 | } |
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[3573] | 153 | |
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[4891] | 154 | /** |
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[4950] | 155 | * @see bool Weapon::setProjectile(ClassID projectile) |
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| 156 | * @param projectile the Name of the Projectile. |
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| 157 | */ |
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[5356] | 158 | void Weapon::setProjectileType(const char* projectile) |
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[4950] | 159 | { |
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| 160 | if (projectile == NULL) |
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[4972] | 161 | return; |
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[4950] | 162 | FastFactory* tmpFac = FastFactory::searchFastFactory(projectile); |
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| 163 | if (tmpFac != NULL) |
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| 164 | { |
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[5356] | 165 | this->setProjectileType(tmpFac->getStoredID()); |
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[4950] | 166 | } |
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[4972] | 167 | else |
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| 168 | { |
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[5356] | 169 | PRINTF(1)("Projectile %s does not exist for weapon %s\n", projectile, this->getName()); |
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[4972] | 170 | } |
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[4950] | 171 | } |
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| 172 | |
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| 173 | /** |
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[5356] | 174 | * prepares Projectiles of the Weapon |
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[5498] | 175 | * @param count how many Projectiles to create (they will be stored in the ProjectileFactory) |
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[5356] | 176 | */ |
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| 177 | void Weapon::prepareProjectiles(unsigned int count) |
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| 178 | { |
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[5357] | 179 | if (likely(this->projectileFactory != NULL)) |
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[5356] | 180 | projectileFactory->prepare(count); |
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| 181 | else |
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[5357] | 182 | PRINTF(2)("unable to create %d projectile for Weapon %s (%s)\n", count, this->getName(), this->getClassName()); |
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[5356] | 183 | } |
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| 184 | |
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| 185 | /** |
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| 186 | * resurects and returns a Projectile |
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[5498] | 187 | * @returns a Projectile on success, NULL on error |
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| 188 | * |
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| 189 | * errors: 1. (ProjectileFastFactory not Found) |
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| 190 | * 2. No more Projectiles availiable. |
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[5356] | 191 | */ |
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| 192 | Projectile* Weapon::getProjectile() |
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| 193 | { |
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[5357] | 194 | if (likely (this->projectileFactory != NULL)) |
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[5356] | 195 | return dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); |
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| 196 | else |
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| 197 | { |
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[5498] | 198 | PRINTF(2)("No projectile defined for Weapon %s(%s) can't return any\n", this->getName(), this->getClassName()); |
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[5356] | 199 | return NULL; |
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| 200 | } |
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| 201 | } |
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| 202 | |
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| 203 | |
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| 204 | /** |
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[4892] | 205 | * sets the emissionPoint's relative position from the Weapon |
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| 206 | * @param point the Point relative to the mass-point of the Weapon |
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| 207 | */ |
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| 208 | void Weapon::setEmissionPoint(const Vector& point) |
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| 209 | { |
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| 210 | this->emissionPoint.setRelCoor(point); |
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| 211 | } |
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| 212 | |
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| 213 | /** |
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[4891] | 214 | * assigns a Sound-file to an action |
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| 215 | * @param action the action the sound should be assigned too |
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| 216 | * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager) |
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| 217 | */ |
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[4885] | 218 | void Weapon::setActionSound(WeaponAction action, const char* soundFile) |
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| 219 | { |
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| 220 | if (action >= WA_ACTION_COUNT) |
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| 221 | return; |
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[4930] | 222 | if (this->soundBuffers[action] != NULL) |
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| 223 | ResourceManager::getInstance()->unload(this->soundBuffers[action]); |
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| 224 | |
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[4885] | 225 | else if (soundFile != NULL) |
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| 226 | { |
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| 227 | this->soundBuffers[action] = (SoundBuffer*)ResourceManager::getInstance()->load(soundFile, WAV); |
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| 228 | if (this->soundBuffers[action] != NULL) |
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| 229 | { |
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[4967] | 230 | PRINTF(4)("Loaded sound %s to action %s.\n", soundFile, actionToChar(action)); |
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[4885] | 231 | } |
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| 232 | else |
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| 233 | { |
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[5041] | 234 | PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile, actionToChar(action)); |
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[4885] | 235 | } |
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| 236 | } |
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| 237 | else |
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| 238 | this->soundBuffers[action] = NULL; |
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| 239 | } |
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| 240 | |
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[4893] | 241 | /** |
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[4895] | 242 | * creates/returns an Animation3D for a certain State. |
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| 243 | * @param state what State should the Animation be created/returned for |
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| 244 | * @param node the node this Animation should apply to. (NULL is fine if the animation was already created) |
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| 245 | * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist). |
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[4893] | 246 | * |
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| 247 | * This function does only generate the Animation Object, and if set it will |
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| 248 | * automatically be executed, when a certain State is reached. |
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| 249 | * What this does not do, is set keyframes, you have to operate on the returned animation. |
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| 250 | */ |
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[4895] | 251 | Animation3D* Weapon::getAnimation(WeaponState state, PNode* node) |
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[4893] | 252 | { |
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[4895] | 253 | if (state >= WS_STATE_COUNT) // if the state is not known |
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[4893] | 254 | return NULL; |
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| 255 | |
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[4895] | 256 | if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it. |
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[4893] | 257 | { |
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[4895] | 258 | if (likely(node != NULL)) |
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| 259 | return this->animation[state] = new Animation3D(node); |
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| 260 | else |
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| 261 | { |
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| 262 | PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state)); |
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| 263 | return NULL; |
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| 264 | } |
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[4893] | 265 | } |
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[4895] | 266 | else |
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| 267 | return this->animation[state]; |
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[4893] | 268 | } |
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| 269 | |
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[4892] | 270 | ///////////////// |
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| 271 | // EXECUTION // |
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| 272 | // GAME ACTION // |
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| 273 | ///////////////// |
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[4597] | 274 | /** |
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[4885] | 275 | * request an action that should be executed, |
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| 276 | * @param action the next action to take |
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| 277 | * |
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| 278 | * This function must be called instead of the actions (like fire/reload...) |
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| 279 | * to make all the checks needed to have a usefull WeaponSystem. |
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| 280 | */ |
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| 281 | void Weapon::requestAction(WeaponAction action) |
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| 282 | { |
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[4906] | 283 | if (likely(this->isActive())) |
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[4885] | 284 | { |
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[4906] | 285 | if (this->requestedAction != WA_NONE) |
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| 286 | return; |
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[5041] | 287 | PRINTF(5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration); |
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[4885] | 288 | this->requestedAction = action; |
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| 289 | } |
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[4906] | 290 | //else |
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| 291 | else if (unlikely(action == WA_ACTIVATE)) |
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| 292 | { |
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| 293 | this->currentState = WS_ACTIVATING; |
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[4926] | 294 | this->requestedAction = WA_ACTIVATE; |
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[4906] | 295 | } |
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[4885] | 296 | } |
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[3577] | 297 | |
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[4890] | 298 | /** |
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| 299 | * adds energy to the Weapon |
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| 300 | * @param energyToAdd The amount of energy |
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| 301 | * @returns the amount of energy we did not pick up, because the weapon is already full |
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| 302 | */ |
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| 303 | float Weapon::increaseEnergy(float energyToAdd) |
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| 304 | { |
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| 305 | float maxAddEnergy = this->energyMax - this->energy; |
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| 306 | |
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| 307 | if (maxAddEnergy >= energyToAdd) |
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| 308 | { |
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| 309 | this->energy += energyToAdd; |
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| 310 | return 0.0; |
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| 311 | } |
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| 312 | else |
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| 313 | { |
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| 314 | this->energy += maxAddEnergy; |
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| 315 | return energyToAdd - maxAddEnergy; |
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| 316 | } |
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| 317 | } |
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| 318 | |
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[5498] | 319 | //////////////////////////////////////////////////////////// |
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| 320 | // WEAPON INTERNALS // |
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| 321 | // These are functions, that no other Weapon should over- // |
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| 322 | // write. No class has direct Access to them, as it is // |
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| 323 | // quite a complicated process, handling a Weapon from // |
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| 324 | // the outside // |
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| 325 | //////////////////////////////////////////////////////////// |
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[4891] | 326 | /** |
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| 327 | * executes an action, and with it starts a new State. |
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| 328 | * @return true, if it worked, false otherwise |
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| 329 | * |
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| 330 | * This function checks, wheter the possibility of executing an action is valid, |
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| 331 | * and does all the necessary stuff, to execute them. If an action does not succeed, |
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| 332 | * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again) |
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| 333 | */ |
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[4885] | 334 | bool Weapon::execute() |
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[3583] | 335 | { |
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[4906] | 336 | #if DEBUG > 4 |
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[4885] | 337 | PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction)); |
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| 338 | this->debug(); |
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[4906] | 339 | #endif |
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[4885] | 340 | |
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[4926] | 341 | WeaponAction action = this->requestedAction; |
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| 342 | this->requestedAction = WA_NONE; |
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| 343 | |
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| 344 | switch (action) |
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[4885] | 345 | { |
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| 346 | case WA_SHOOT: |
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[4894] | 347 | return this->fireW(); |
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[4885] | 348 | break; |
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| 349 | case WA_CHARGE: |
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[4894] | 350 | return this->chargeW(); |
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[4885] | 351 | break; |
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| 352 | case WA_RELOAD: |
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[4894] | 353 | return this->reloadW(); |
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[4885] | 354 | break; |
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| 355 | case WA_DEACTIVATE: |
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[4894] | 356 | return this->deactivateW(); |
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[4885] | 357 | break; |
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| 358 | case WA_ACTIVATE: |
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[4894] | 359 | return this->activateW(); |
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[4885] | 360 | break; |
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| 361 | } |
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[3583] | 362 | } |
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[3577] | 363 | |
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[4597] | 364 | /** |
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[4894] | 365 | * checks and activates the Weapon. |
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| 366 | * @return true on success. |
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[4892] | 367 | */ |
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| 368 | bool Weapon::activateW() |
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[3583] | 369 | { |
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[4926] | 370 | // if (this->currentState == WS_INACTIVE) |
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[4892] | 371 | { |
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| 372 | // play Sound |
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[4893] | 373 | if (likely(this->soundBuffers[WA_ACTIVATE] != NULL)) |
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[4892] | 374 | this->soundSource->play(this->soundBuffers[WA_ACTIVATE]); |
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| 375 | // activate |
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[4895] | 376 | PRINTF(4)("Activating the Weapon %s\n", this->getName()); |
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[4892] | 377 | this->activate(); |
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[4895] | 378 | // setting up for next action |
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[4926] | 379 | this->enterState(WS_ACTIVATING); |
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[4892] | 380 | } |
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[3583] | 381 | } |
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[3577] | 382 | |
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[4597] | 383 | /** |
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[4894] | 384 | * checks and deactivates the Weapon |
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| 385 | * @return true on success. |
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[4892] | 386 | */ |
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| 387 | bool Weapon::deactivateW() |
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[3583] | 388 | { |
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[4949] | 389 | // if (this->currentState != WS_INACTIVE) |
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[4892] | 390 | { |
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| 391 | PRINTF(4)("Deactivating the Weapon %s\n", this->getName()); |
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| 392 | // play Sound |
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| 393 | if (this->soundBuffers[WA_DEACTIVATE] != NULL) |
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| 394 | this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]); |
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[4926] | 395 | // deactivate |
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[4892] | 396 | this->deactivate(); |
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[4926] | 397 | this->enterState(WS_DEACTIVATING); |
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[4892] | 398 | } |
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[3583] | 399 | } |
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[3577] | 400 | |
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[4892] | 401 | /** |
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[4894] | 402 | * checks and charges the Weapon |
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| 403 | * @return true on success. |
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[4892] | 404 | */ |
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| 405 | bool Weapon::chargeW() |
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[4885] | 406 | { |
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[4892] | 407 | if ( this->currentState != WS_INACTIVE && this->energyLoaded >= this->minCharge) |
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| 408 | { |
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| 409 | // playing Sound |
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| 410 | if (this->soundBuffers[WA_CHARGE] != NULL) |
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| 411 | this->soundSource->play(this->soundBuffers[WA_CHARGE]); |
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[4893] | 412 | |
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[4892] | 413 | // charge |
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| 414 | this->charge(); |
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| 415 | // setting up for the next state |
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[4926] | 416 | this->enterState(WS_CHARGING); |
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[4892] | 417 | } |
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| 418 | else // deactivate the Weapon if we do not have enough energy |
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| 419 | { |
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| 420 | this->requestAction(WA_RELOAD); |
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| 421 | } |
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[4885] | 422 | } |
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[3573] | 423 | |
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[4892] | 424 | /** |
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[4894] | 425 | * checks and fires the Weapon |
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| 426 | * @return true on success. |
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[4892] | 427 | */ |
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| 428 | bool Weapon::fireW() |
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[3575] | 429 | { |
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[4892] | 430 | //if (likely(this->currentState != WS_INACTIVE)) |
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| 431 | if (this->minCharge <= this->energyLoaded) |
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| 432 | { |
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| 433 | // playing Sound |
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| 434 | if (this->soundBuffers[WA_SHOOT] != NULL) |
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| 435 | this->soundSource->play(this->soundBuffers[WA_SHOOT]); |
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| 436 | // fire |
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| 437 | this->fire(); |
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| 438 | this->energyLoaded -= this->minCharge; |
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| 439 | // setting up for the next state |
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[4926] | 440 | this->enterState(WS_SHOOTING); |
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[4892] | 441 | } |
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| 442 | else // reload if we still have the charge |
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| 443 | { |
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| 444 | this->requestAction(WA_RELOAD); |
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[4930] | 445 | this->execute(); |
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[4892] | 446 | } |
---|
| 447 | } |
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| 448 | |
---|
| 449 | /** |
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[4894] | 450 | * checks and Reloads the Weapon |
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| 451 | * @return true on success. |
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[4892] | 452 | */ |
---|
| 453 | bool Weapon::reloadW() |
---|
| 454 | { |
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[4885] | 455 | PRINTF(4)("Reloading Weapon %s\n", this->getName()); |
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[4892] | 456 | if (unlikely(this->energy + this->energyLoaded < this->minCharge)) |
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[4885] | 457 | { |
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| 458 | this->requestAction(WA_DEACTIVATE); |
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[4930] | 459 | this->execute(); |
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[4892] | 460 | return false; |
---|
[4885] | 461 | } |
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[3573] | 462 | |
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[4885] | 463 | float chargeSize = this->energyLoadedMax - this->energyLoaded; //!< The energy to be charged |
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[3573] | 464 | |
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[4892] | 465 | if (this->soundBuffers[WA_RELOAD] != NULL) |
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| 466 | this->soundSource->play(this->soundBuffers[WA_RELOAD]); |
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| 467 | |
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[4885] | 468 | if (chargeSize > this->energy) |
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| 469 | { |
---|
| 470 | this->energyLoaded += this->energy; |
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| 471 | this->energy = 0.0; |
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[5041] | 472 | PRINT(5)("Energy depleted\n"); |
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[4885] | 473 | } |
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| 474 | else |
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| 475 | { |
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[5041] | 476 | PRINTF(5)("Loaded %f energy into the Guns Buffer\n", chargeSize); |
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[4885] | 477 | this->energyLoaded += chargeSize; |
---|
| 478 | this->energy -= chargeSize; |
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| 479 | } |
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[4892] | 480 | this->reload(); |
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[4926] | 481 | this->enterState(WS_RELOADING); |
---|
| 482 | } |
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[3575] | 483 | |
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[4926] | 484 | /** |
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| 485 | * enters the requested State, plays back animations updates the timing. |
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| 486 | * @param state the state to enter. |
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| 487 | */ |
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| 488 | inline void Weapon::enterState(WeaponState state) |
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| 489 | { |
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[5041] | 490 | PRINTF(4)("ENTERING STATE %s\n", stateToChar(state)); |
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[4926] | 491 | // playing animation if availiable |
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| 492 | if (likely(this->animation[state] != NULL)) |
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| 493 | this->animation[state]->replay(); |
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| 494 | |
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| 495 | this->stateDuration = this->times[state] + this->stateDuration; |
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| 496 | this->currentState = state; |
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[3575] | 497 | } |
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| 498 | |
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[4927] | 499 | /////////////////// |
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| 500 | // WORLD-ENTITY // |
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| 501 | // FUNCTIONALITY // |
---|
| 502 | /////////////////// |
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[3575] | 503 | /** |
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[4885] | 504 | * tick signal for time dependent/driven stuff |
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[3575] | 505 | */ |
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[4906] | 506 | void Weapon::tickW(float dt) |
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[4885] | 507 | { |
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[4934] | 508 | //printf("%s ", stateToChar(this->currentState)); |
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[4910] | 509 | |
---|
[4885] | 510 | // setting up the timing properties |
---|
| 511 | this->stateDuration -= dt; |
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[3575] | 512 | |
---|
[4949] | 513 | if (this->stateDuration <= 0.0) |
---|
[4885] | 514 | { |
---|
[4949] | 515 | if (unlikely (this->currentState == WS_DEACTIVATING)) |
---|
[4885] | 516 | { |
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[4949] | 517 | this->currentState = WS_INACTIVE; |
---|
| 518 | return; |
---|
| 519 | } |
---|
| 520 | else |
---|
| 521 | this->currentState = WS_IDLE; |
---|
[4906] | 522 | |
---|
[4949] | 523 | if (this->requestedAction != WA_NONE) |
---|
| 524 | { |
---|
| 525 | this->stateDuration = -dt; |
---|
| 526 | this->execute(); |
---|
[4885] | 527 | } |
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| 528 | } |
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[4906] | 529 | tick(dt); |
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[4885] | 530 | } |
---|
| 531 | |
---|
[3575] | 532 | /** |
---|
[4885] | 533 | * this will draw the weapon |
---|
[3575] | 534 | */ |
---|
[5500] | 535 | void Weapon::draw () const |
---|
[3575] | 536 | {} |
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| 537 | |
---|
| 538 | |
---|
| 539 | |
---|
| 540 | |
---|
[3576] | 541 | |
---|
[4885] | 542 | ////////////////////// |
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| 543 | // HELPER FUNCTIONS // |
---|
| 544 | ////////////////////// |
---|
[3576] | 545 | /** |
---|
[4891] | 546 | * checks wether all the Weapons functions are valid, and if it is possible to go to action with it. |
---|
[5498] | 547 | * @todo IMPLEMENT the Weapons Check |
---|
[4891] | 548 | */ |
---|
| 549 | bool Weapon::check() const |
---|
| 550 | { |
---|
| 551 | bool retVal = true; |
---|
| 552 | |
---|
[4947] | 553 | // if (this->projectile == NULL) |
---|
[4891] | 554 | { |
---|
[5041] | 555 | PRINTF(1)("There was no projectile assigned to the Weapon.\n"); |
---|
[4891] | 556 | retVal = false; |
---|
| 557 | } |
---|
| 558 | |
---|
| 559 | |
---|
| 560 | |
---|
| 561 | |
---|
| 562 | return retVal; |
---|
| 563 | } |
---|
| 564 | |
---|
| 565 | /** |
---|
[4885] | 566 | * some nice debugging information about this Weapon |
---|
| 567 | */ |
---|
| 568 | void Weapon::debug() const |
---|
| 569 | { |
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[5041] | 570 | PRINT(3)("Weapon-Debug %s, state: %s, nextAction: %s\n", this->getName(), Weapon::stateToChar(this->currentState), Weapon::actionToChar(requestedAction)); |
---|
[4885] | 571 | PRINT(3)("Energy: max: %f; current: %f; loadedMax: %f; loadedCurrent: %f; chargeMin: %f, chargeMax %f\n", |
---|
| 572 | this->energyMax, this->energy, this->energyLoadedMax, this->energyLoaded, this->minCharge, this->maxCharge); |
---|
[4967] | 573 | |
---|
| 574 | |
---|
[4885] | 575 | } |
---|
[3575] | 576 | |
---|
[5498] | 577 | //////////////////////////////////////////////////////// |
---|
| 578 | // static Definitions (transormators for readability) // |
---|
| 579 | //////////////////////////////////////////////////////// |
---|
[4885] | 580 | /** |
---|
| 581 | * Converts a String into an Action. |
---|
| 582 | * @param action the String input holding the Action. |
---|
| 583 | * @return The Action if known, WA_NONE otherwise. |
---|
| 584 | */ |
---|
| 585 | WeaponAction Weapon::charToAction(const char* action) |
---|
| 586 | { |
---|
| 587 | if (!strcmp(action, "none")) |
---|
| 588 | return WA_NONE; |
---|
| 589 | else if (!strcmp(action, "shoot")) |
---|
| 590 | return WA_SHOOT; |
---|
| 591 | else if (!strcmp(action, "charge")) |
---|
| 592 | return WA_CHARGE; |
---|
| 593 | else if (!strcmp(action, "reload")) |
---|
| 594 | return WA_RELOAD; |
---|
| 595 | else if (!strcmp(action, "acitvate")) |
---|
| 596 | return WA_ACTIVATE; |
---|
| 597 | else if (!strcmp(action, "deactivate")) |
---|
| 598 | return WA_DEACTIVATE; |
---|
| 599 | else if (!strcmp(action, "special1")) |
---|
| 600 | return WA_SPECIAL1; |
---|
| 601 | else |
---|
| 602 | { |
---|
| 603 | PRINTF(2)("action %s could not be identified.\n", action); |
---|
| 604 | return WA_NONE; |
---|
| 605 | } |
---|
| 606 | } |
---|
[3575] | 607 | |
---|
| 608 | /** |
---|
[4885] | 609 | * converts an action into a String |
---|
| 610 | * @param action the action to convert |
---|
| 611 | * @return a String matching the name of the action |
---|
| 612 | */ |
---|
| 613 | const char* Weapon::actionToChar(WeaponAction action) |
---|
| 614 | { |
---|
| 615 | switch (action) |
---|
| 616 | { |
---|
| 617 | case WA_SHOOT: |
---|
| 618 | return "shoot"; |
---|
| 619 | break; |
---|
| 620 | case WA_CHARGE: |
---|
| 621 | return "charge"; |
---|
| 622 | break; |
---|
| 623 | case WA_RELOAD: |
---|
| 624 | return "reload"; |
---|
| 625 | break; |
---|
| 626 | case WA_ACTIVATE: |
---|
| 627 | return "activate"; |
---|
| 628 | break; |
---|
| 629 | case WA_DEACTIVATE: |
---|
| 630 | return "deactivate"; |
---|
| 631 | break; |
---|
| 632 | case WA_SPECIAL1: |
---|
| 633 | return "special1"; |
---|
| 634 | break; |
---|
| 635 | default: |
---|
| 636 | return "none"; |
---|
| 637 | break; |
---|
| 638 | } |
---|
| 639 | } |
---|
[3577] | 640 | |
---|
| 641 | /** |
---|
[4885] | 642 | * Converts a String into a State. |
---|
| 643 | * @param state the String input holding the State. |
---|
| 644 | * @return The State if known, WS_NONE otherwise. |
---|
| 645 | */ |
---|
| 646 | WeaponState Weapon::charToState(const char* state) |
---|
| 647 | { |
---|
| 648 | if (!strcmp(state, "none")) |
---|
| 649 | return WS_NONE; |
---|
| 650 | else if (!strcmp(state, "shooting")) |
---|
| 651 | return WS_SHOOTING; |
---|
| 652 | else if (!strcmp(state, "charging")) |
---|
| 653 | return WS_CHARGING; |
---|
| 654 | else if (!strcmp(state, "reloading")) |
---|
| 655 | return WS_RELOADING; |
---|
| 656 | else if (!strcmp(state, "activating")) |
---|
| 657 | return WS_ACTIVATING; |
---|
| 658 | else if (!strcmp(state, "deactivating")) |
---|
| 659 | return WS_DEACTIVATING; |
---|
| 660 | else if (!strcmp(state, "inactive")) |
---|
| 661 | return WS_INACTIVE; |
---|
| 662 | else if (!strcmp(state, "idle")) |
---|
| 663 | return WS_IDLE; |
---|
| 664 | else |
---|
| 665 | { |
---|
| 666 | PRINTF(2)("state %s could not be identified.\n", state); |
---|
| 667 | return WS_NONE; |
---|
| 668 | } |
---|
| 669 | } |
---|
[3583] | 670 | |
---|
| 671 | /** |
---|
[4885] | 672 | * converts a State into a String |
---|
| 673 | * @param state the state to convert |
---|
| 674 | * @return a String matching the name of the state |
---|
| 675 | */ |
---|
| 676 | const char* Weapon::stateToChar(WeaponState state) |
---|
| 677 | { |
---|
| 678 | switch (state) |
---|
| 679 | { |
---|
| 680 | case WS_SHOOTING: |
---|
| 681 | return "shooting"; |
---|
| 682 | break; |
---|
| 683 | case WS_CHARGING: |
---|
| 684 | return "charging"; |
---|
| 685 | break; |
---|
| 686 | case WS_RELOADING: |
---|
| 687 | return "reloading"; |
---|
| 688 | break; |
---|
| 689 | case WS_ACTIVATING: |
---|
| 690 | return "activating"; |
---|
| 691 | break; |
---|
| 692 | case WS_DEACTIVATING: |
---|
| 693 | return "deactivating"; |
---|
| 694 | break; |
---|
| 695 | case WS_IDLE: |
---|
| 696 | return "idle"; |
---|
| 697 | break; |
---|
[4906] | 698 | case WS_INACTIVE: |
---|
| 699 | return "inactive"; |
---|
| 700 | break; |
---|
[4885] | 701 | default: |
---|
| 702 | return "none"; |
---|
| 703 | break; |
---|
| 704 | } |
---|
| 705 | } |
---|