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source: orxonox.OLD/trunk/src/world_entities/weapons/weapon.cc @ 6461

Last change on this file since 6461 was 6445, checked in by bensch, 19 years ago

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[3573]1
[4597]2/*
[3573]3   orxonox - the future of 3D-vertical-scrollers
4
5   Copyright (C) 2004 orx
6
7   This program is free software; you can redistribute it and/or modify
8   it under the terms of the GNU General Public License as published by
9   the Free Software Foundation; either version 2, or (at your option)
10   any later version.
11
[4826]12### File Specific
[3573]13   main-programmer: Patrick Boenzli
[4832]14   co-programmer: Benjamin Grauer
[4885]15
16   2005-07-15: Benjamin Grauer: restructurating the entire Class
[3573]17*/
18
[4885]19#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
20
[4828]21#include "weapon.h"
22
[5355]23#include "fast_factory.h"
[6434]24#include "world_entities/projectiles/projectile.h"
[4834]25
[5143]26#include "resource_manager.h"
[4894]27#include "class_list.h"
[4834]28#include "load_param.h"
[4828]29#include "state.h"
[4885]30#include "animation3d.h"
[4948]31#include "vector.h"
[3573]32
[5930]33#include "sound_source.h"
34#include "sound_buffer.h"
35
[6438]36#include "glgui_bar.h"
37
[4892]38////////////////////
39// INITAILISATION //
40// SETTING VALUES //
41////////////////////
[3870]42/**
[4885]43 * standard constructor
44 *
45 * creates a new weapon
[3575]46*/
[5750]47Weapon::Weapon ()
[3620]48{
[4885]49  this->init();
[3620]50}
[3573]51
[3575]52/**
[4885]53 * standard deconstructor
[3575]54*/
[4597]55Weapon::~Weapon ()
[3573]56{
[4885]57  for (int i = 0; i < WS_STATE_COUNT; i++)
[4894]58    if (this->animation[i] && ClassList::exists(animation[i], CL_ANIMATION))  //!< @todo this should check animation3D
[4885]59      delete this->animation[i];
60  for (int i = 0; i < WA_ACTION_COUNT; i++)
[5302]61    if (this->soundBuffers[i] != NULL && ClassList::exists(this->soundBuffers[i], CL_SOUND_BUFFER))
[4885]62      ResourceManager::getInstance()->unload(this->soundBuffers[i]);
[4959]63
64  if (ClassList::exists(this->soundSource, CL_SOUND_SOURCE))
65    delete this->soundSource;
[4885]66}
[4597]67
[4885]68/**
69 * initializes the Weapon with ALL default values
[5498]70 *
71 * This Sets the default values of the Weapon
[4885]72 */
73void Weapon::init()
74{
[5498]75  this->currentState     = WS_INACTIVE;            //< Normaly the Weapon is Inactive
76  this->requestedAction  = WA_NONE;                //< No action is requested by default
77  this->stateDuration    = 0.0;                    //< All the States have zero duration
78  for (int i = 0; i < WS_STATE_COUNT; i++)         //< Every State has:
[6438]79  {
80    this->times[i] = 0.0;                        //< An infinitesimal duration
81    this->animation[i] = NULL;                   //< No animation
82  }
[4885]83  for (int i = 0; i < WA_ACTION_COUNT; i++)
[5498]84    this->soundBuffers[i] = NULL;                  //< No Sounds
[3888]85
[5498]86  this->soundSource = new SoundSource(this);       //< Every Weapon has exacty one SoundSource.
87  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
[4885]88
[5498]89  this->projectile = CL_NULL;                      //< No Projectile Class is Connected to this weapon
90  this->projectileFactory = NULL;                  //< No Factory generating Projectiles is selected.
[4885]91
[5498]92  this->hideInactive = true;                       //< The Weapon will be hidden if it is inactive (by default)
[4906]93
[5498]94  this->minCharge = 1.0;                           //< The minimum charge the Weapon can hold is 1 unit.
95  this->maxCharge = 1.0;                           //< The maximum charge is also one unit.
[4927]96
[5498]97  this->energyLoaded = .0;                         //< How much energy is loaded in the Gun. (Weapons must be charged befor usage)
98  this->energyLoadedMax = 5.0;                     //< Each Weapon has a Maximum energy that can be charged onto it
99  this->energy = .0;                               //< The secondary Buffer (before we have to reload)
100  this->energyMax = 10.0;                          //< How much energy can be carried
101  this->capability = WTYPE_ALL;                    //< The Weapon has all capabilities @see W_Capability.
[6438]102
103  this->energyWidget = NULL;
104  this->energyLoadedWidget = NULL;
[3573]105}
106
[5498]107/**
108 * loads the Parameters of a Weapon
109 * @param root the XML-Element to load the Weapons settings from
110 */
[4972]111void Weapon::loadParams(const TiXmlElement* root)
112{
113  static_cast<WorldEntity*>(this)->loadParams(root);
114
[5671]115  LoadParam(root, "projectile", this, Weapon, setProjectileType)
[6438]116  .describe("Sets the name of the Projectile to load onto the Entity");
[4972]117
[5671]118  LoadParam(root, "emission-point", this, Weapon, setEmissionPoint)
[6438]119  .describe("Sets the Point of emission of this weapon");
[4972]120
[5671]121  LoadParam(root, "state-duration", this, Weapon, setStateDuration)
[6438]122  .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)");
[4972]123
[5671]124  LoadParam(root, "action-sound", this, Weapon, setActionSound)
[6438]125  .describe("Sets a given sound to an action (1: action-Name; 2: name of the sound (relative to the Data-Path))");
[4972]126}
127
[4947]128/**
129 * sets the Projectile to use for this weapon.
130 * @param projectile The ID of the Projectile to use
[4950]131 * @returns true, if it was sucessfull, false on error
[4947]132 *
[5498]133 * be aware, that this function does not create Factories, as this is job of Projecitle/Bullet-classes.
134 * What it does, is telling the Weapon what Projectiles it can Emit.
[4947]135 */
[5356]136void Weapon::setProjectileType(ClassID projectile)
[4947]137{
138  if (projectile == CL_NULL)
[4972]139    return;
[4947]140  this->projectile = projectile;
141  this->projectileFactory = FastFactory::searchFastFactory(projectile);
142  if (this->projectileFactory == NULL)
[4979]143  {
144    PRINTF(1)("unable to find FastFactory for the Projectile.\n");
[4972]145    return;
[4979]146  }
[4948]147  else
148  {
149    // grabbing Parameters from the Projectile to have them at hand here.
150    Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect());
[6431]151    this->minCharge = pj->getMinEnergy();
152    this->maxCharge = pj->getMaxEnergy();
[4948]153    this->chargeable = pj->isChageable();
[4979]154    this->projectileFactory->kill(pj);
[4948]155  }
[4979]156}
[3573]157
[4891]158/**
[4950]159 * @see bool Weapon::setProjectile(ClassID projectile)
160 * @param projectile the Name of the Projectile.
161 */
[5356]162void Weapon::setProjectileType(const char* projectile)
[4950]163{
164  if (projectile == NULL)
[4972]165    return;
[4950]166  FastFactory* tmpFac = FastFactory::searchFastFactory(projectile);
167  if (tmpFac != NULL)
168  {
[5356]169    this->setProjectileType(tmpFac->getStoredID());
[4950]170  }
[4972]171  else
172  {
[5356]173    PRINTF(1)("Projectile %s does not exist for weapon %s\n", projectile, this->getName());
[4972]174  }
[4950]175}
176
177/**
[5356]178 * prepares Projectiles of the Weapon
[5498]179 * @param count how many Projectiles to create (they will be stored in the ProjectileFactory)
[5356]180 */
181void Weapon::prepareProjectiles(unsigned int count)
182{
[5357]183  if (likely(this->projectileFactory != NULL))
[5356]184    projectileFactory->prepare(count);
185  else
[5357]186    PRINTF(2)("unable to create %d projectile for Weapon %s (%s)\n", count, this->getName(), this->getClassName());
[5356]187}
188
189/**
190 * resurects and returns a Projectile
[5498]191 * @returns a Projectile on success, NULL on error
192 *
193 * errors: 1. (ProjectileFastFactory not Found)
194 *         2. No more Projectiles availiable.
[5356]195 */
196Projectile* Weapon::getProjectile()
197{
[5357]198  if (likely (this->projectileFactory != NULL))
[6142]199  {
200    Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect());
201    pj->toList((OM_LIST)(this->getOMListNumber()+1));
202    return pj;
203  }
[5356]204  else
205  {
[5498]206    PRINTF(2)("No projectile defined for Weapon %s(%s) can't return any\n", this->getName(), this->getClassName());
[5356]207    return NULL;
208  }
209}
210
211
212/**
[4892]213 * sets the emissionPoint's relative position from the Weapon
214 * @param point the Point relative to the mass-point of the Weapon
215 */
216void Weapon::setEmissionPoint(const Vector& point)
217{
218  this->emissionPoint.setRelCoor(point);
219}
220
221/**
[4891]222 * assigns a Sound-file to an action
223 * @param action the action the sound should be assigned too
224 * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager)
225 */
[4885]226void Weapon::setActionSound(WeaponAction action, const char* soundFile)
227{
228  if (action >= WA_ACTION_COUNT)
229    return;
[4930]230  if (this->soundBuffers[action] != NULL)
231    ResourceManager::getInstance()->unload(this->soundBuffers[action]);
232
[4885]233  else if (soundFile != NULL)
234  {
235    this->soundBuffers[action] = (SoundBuffer*)ResourceManager::getInstance()->load(soundFile, WAV);
236    if (this->soundBuffers[action] != NULL)
237    {
[4967]238      PRINTF(4)("Loaded sound %s to action %s.\n", soundFile, actionToChar(action));
[4885]239    }
240    else
241    {
[5041]242      PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile, actionToChar(action));
[4885]243    }
244  }
245  else
246    this->soundBuffers[action] = NULL;
247}
248
[4893]249/**
[4895]250 * creates/returns an Animation3D for a certain State.
251 * @param state what State should the Animation be created/returned for
252 * @param node the node this Animation should apply to. (NULL is fine if the animation was already created)
253 * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist).
[4893]254 *
255 * This function does only generate the Animation Object, and if set it will
256 * automatically be executed, when a certain State is reached.
257 * What this does not do, is set keyframes, you have to operate on the returned animation.
258 */
[4895]259Animation3D* Weapon::getAnimation(WeaponState state, PNode* node)
[4893]260{
[4895]261  if (state >= WS_STATE_COUNT) // if the state is not known
[4893]262    return NULL;
263
[4895]264  if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it.
[4893]265  {
[4895]266    if (likely(node != NULL))
267      return this->animation[state] = new Animation3D(node);
268    else
269    {
270      PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state));
271      return NULL;
272    }
[4893]273  }
[4895]274  else
275    return this->animation[state];
[4893]276}
277
[6438]278GLGuiWidget* Weapon::getEnergyWidget()
279{
280  if (this->energyWidget == NULL)
281  {
282    this->energyWidget = new GLGuiBar;
283    this->energyWidget->setSize2D( 20, 100);
284    this->energyWidget->setMaximum(this->getEnergyMax());
285    this->energyWidget->setValue(this->getEnergy());
286  }
287  return this->energyWidget;
288}
289
290
[6445]291GLGuiWidget* Weapon::getLoadedEnergyWidget()
[6438]292{
293  if (this->energyLoadedWidget == NULL)
294  {
295    this->energyLoadedWidget = new GLGuiBar;
296    //this->energyLoadedWidget->setParent2D(this->bar);
297    this->energyLoadedWidget->setRelCoor2D(20,0);
298    this->energyLoadedWidget->setSize2D(10,50);
299    this->energyLoadedWidget->setMaximum(this->getLoadedEnergyMax());
300  }
301  return this->energyLoadedWidget;
302}
303
304void Weapon::updateWidgets()
305{
306  if (this->energyWidget != NULL)
307  {
308    this->energyWidget->setMaximum(this->energyMax);
309    this->energyWidget->setValue(this->energy);
310  }
311  if (this->energyLoadedWidget != NULL)
312  {
313    this->energyLoadedWidget->setMaximum(this->energyLoadedMax);
314    this->energyLoadedWidget->setValue(this->energyLoaded);
315  }
316}
317
[4892]318/////////////////
319//  EXECUTION  //
320// GAME ACTION //
321/////////////////
[4597]322/**
[4885]323 * request an action that should be executed,
324 * @param action the next action to take
325 *
326 * This function must be called instead of the actions (like fire/reload...)
327 * to make all the checks needed to have a usefull WeaponSystem.
328 */
329void Weapon::requestAction(WeaponAction action)
330{
[4906]331  if (likely(this->isActive()))
[4885]332  {
[4906]333    if (this->requestedAction != WA_NONE)
334      return;
[5041]335    PRINTF(5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration);
[4885]336    this->requestedAction = action;
337  }
[4906]338  //else
339  else if (unlikely(action == WA_ACTIVATE))
340  {
341    this->currentState = WS_ACTIVATING;
[4926]342    this->requestedAction = WA_ACTIVATE;
[4906]343  }
[4885]344}
[3577]345
[4890]346/**
347 * adds energy to the Weapon
348 * @param energyToAdd The amount of energy
349 * @returns the amount of energy we did not pick up, because the weapon is already full
350 */
351float Weapon::increaseEnergy(float energyToAdd)
352{
353  float maxAddEnergy = this->energyMax - this->energy;
354
355  if (maxAddEnergy >= energyToAdd)
356  {
357    this->energy += energyToAdd;
358    return 0.0;
359  }
360  else
361  {
362    this->energy += maxAddEnergy;
363    return energyToAdd - maxAddEnergy;
364  }
365}
366
[5498]367////////////////////////////////////////////////////////////
368// WEAPON INTERNALS                                       //
369// These are functions, that no other Weapon should over- //
370// write. No class has direct Access to them, as it is    //
371// quite a complicated process, handling a Weapon from    //
372// the outside                                            //
373////////////////////////////////////////////////////////////
[4891]374/**
375 * executes an action, and with it starts a new State.
376 * @return true, if it worked, false otherwise
377 *
378 * This function checks, wheter the possibility of executing an action is valid,
379 * and does all the necessary stuff, to execute them. If an action does not succeed,
380 * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again)
381 */
[4885]382bool Weapon::execute()
[3583]383{
[4906]384#if DEBUG > 4
[4885]385  PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction));
386  this->debug();
[4906]387#endif
[4885]388
[4926]389  WeaponAction action = this->requestedAction;
390  this->requestedAction = WA_NONE;
391
392  switch (action)
[4885]393  {
394    case WA_SHOOT:
[4894]395      return this->fireW();
[4885]396      break;
397    case WA_CHARGE:
[4894]398      return this->chargeW();
[4885]399      break;
400    case WA_RELOAD:
[4894]401      return this->reloadW();
[4885]402      break;
403    case WA_DEACTIVATE:
[4894]404      return this->deactivateW();
[4885]405      break;
406    case WA_ACTIVATE:
[4894]407      return this->activateW();
[4885]408      break;
409  }
[3583]410}
[3577]411
[4597]412/**
[4894]413 * checks and activates the Weapon.
414 * @return true on success.
[4892]415 */
416bool Weapon::activateW()
[3583]417{
[6438]418  //  if (this->currentState == WS_INACTIVE)
[4892]419  {
[6433]420    // play Sound
[4893]421    if (likely(this->soundBuffers[WA_ACTIVATE] != NULL))
[4892]422      this->soundSource->play(this->soundBuffers[WA_ACTIVATE]);
[6444]423    this->updateWidgets();
[6438]424    // activate
[4895]425    PRINTF(4)("Activating the Weapon %s\n", this->getName());
[4892]426    this->activate();
[4895]427    // setting up for next action
[4926]428    this->enterState(WS_ACTIVATING);
[4892]429  }
[3583]430}
[3577]431
[4597]432/**
[4894]433 * checks and deactivates the Weapon
434 * @return true on success.
[4892]435 */
436bool Weapon::deactivateW()
[3583]437{
[6438]438  //  if (this->currentState != WS_INACTIVE)
[4892]439  {
440    PRINTF(4)("Deactivating the Weapon %s\n", this->getName());
[6438]441    // play Sound
[4892]442    if (this->soundBuffers[WA_DEACTIVATE] != NULL)
443      this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]);
[4926]444    // deactivate
[4892]445    this->deactivate();
[4926]446    this->enterState(WS_DEACTIVATING);
[4892]447  }
[3583]448}
[3577]449
[4892]450/**
[4894]451 * checks and charges the Weapon
452 * @return true on success.
[4892]453 */
454bool Weapon::chargeW()
[4885]455{
[4892]456  if ( this->currentState != WS_INACTIVE && this->energyLoaded >= this->minCharge)
457  {
[6438]458    // playing Sound
[4892]459    if (this->soundBuffers[WA_CHARGE] != NULL)
460      this->soundSource->play(this->soundBuffers[WA_CHARGE]);
[4893]461
[6438]462    // charge
[4892]463    this->charge();
[6438]464    // setting up for the next state
[4926]465    this->enterState(WS_CHARGING);
[4892]466  }
467  else // deactivate the Weapon if we do not have enough energy
468  {
469    this->requestAction(WA_RELOAD);
470  }
[4885]471}
[3573]472
[4892]473/**
[4894]474 * checks and fires the Weapon
475 * @return true on success.
[4892]476 */
477bool Weapon::fireW()
[3575]478{
[6438]479  //if (likely(this->currentState != WS_INACTIVE))
[4892]480  if (this->minCharge <= this->energyLoaded)
481  {
[6438]482    // playing Sound
[4892]483    if (this->soundBuffers[WA_SHOOT] != NULL)
484      this->soundSource->play(this->soundBuffers[WA_SHOOT]);
[6444]485    this->updateWidgets();
[6438]486    // fire
[6306]487    this->energyLoaded -= this->minCharge;
[4892]488    this->fire();
[6438]489    // setting up for the next state
[4926]490    this->enterState(WS_SHOOTING);
[4892]491  }
492  else  // reload if we still have the charge
493  {
494    this->requestAction(WA_RELOAD);
[4930]495    this->execute();
[4892]496  }
497}
498
499/**
[4894]500 * checks and Reloads the Weapon
501 * @return true on success.
[4892]502 */
503bool Weapon::reloadW()
504{
[4885]505  PRINTF(4)("Reloading Weapon %s\n", this->getName());
[4892]506  if (unlikely(this->energy + this->energyLoaded < this->minCharge))
[4885]507  {
508    this->requestAction(WA_DEACTIVATE);
[4930]509    this->execute();
[4892]510    return false;
[4885]511  }
[3573]512
[4885]513  float chargeSize = this->energyLoadedMax - this->energyLoaded;       //!< The energy to be charged
[3573]514
[4892]515  if (this->soundBuffers[WA_RELOAD] != NULL)
516    this->soundSource->play(this->soundBuffers[WA_RELOAD]);
517
[4885]518  if (chargeSize > this->energy)
519  {
520    this->energyLoaded += this->energy;
521    this->energy = 0.0;
[5041]522    PRINT(5)("Energy depleted\n");
[4885]523  }
524  else
525  {
[5041]526    PRINTF(5)("Loaded %f energy into the Guns Buffer\n", chargeSize);
[4885]527    this->energyLoaded += chargeSize;
528    this->energy -= chargeSize;
529  }
[6444]530
531  this->updateWidgets();
[4892]532  this->reload();
[4926]533  this->enterState(WS_RELOADING);
534}
[3575]535
[4926]536/**
537 * enters the requested State, plays back animations updates the timing.
538 * @param state the state to enter.
539 */
540inline void Weapon::enterState(WeaponState state)
541{
[5041]542  PRINTF(4)("ENTERING STATE %s\n", stateToChar(state));
[4926]543  // playing animation if availiable
544  if (likely(this->animation[state] != NULL))
545    this->animation[state]->replay();
546
547  this->stateDuration = this->times[state] + this->stateDuration;
548  this->currentState = state;
[3575]549}
550
[4927]551///////////////////
552//  WORLD-ENTITY //
553// FUNCTIONALITY //
554///////////////////
[3575]555/**
[4885]556 * tick signal for time dependent/driven stuff
[3575]557*/
[6439]558void Weapon::tickW(float dt)
[4885]559{
[4934]560  //printf("%s ", stateToChar(this->currentState));
[4910]561
[4885]562  // setting up the timing properties
563  this->stateDuration -= dt;
[3575]564
[4949]565  if (this->stateDuration <= 0.0)
[4885]566  {
[4949]567    if (unlikely (this->currentState == WS_DEACTIVATING))
[4885]568    {
[4949]569      this->currentState = WS_INACTIVE;
570      return;
571    }
572    else
573      this->currentState = WS_IDLE;
[4906]574
[4949]575    if (this->requestedAction != WA_NONE)
576    {
577      this->stateDuration = -dt;
578      this->execute();
[4885]579    }
580  }
[6439]581  tick(dt);
[4885]582}
583
[3575]584
585
586
[4885]587//////////////////////
588// HELPER FUNCTIONS //
589//////////////////////
[3576]590/**
[4891]591 * checks wether all the Weapons functions are valid, and if it is possible to go to action with it.
[5498]592 * @todo IMPLEMENT the Weapons Check
[4891]593 */
594bool Weapon::check() const
595{
596  bool retVal = true;
597
[6438]598  //  if (this->projectile == NULL)
[4891]599  {
[5041]600    PRINTF(1)("There was no projectile assigned to the Weapon.\n");
[4891]601    retVal = false;
602  }
603
604
605
606
607  return retVal;
608}
609
610/**
[4885]611 * some nice debugging information about this Weapon
612 */
613void Weapon::debug() const
614{
[6433]615  PRINT(0)("Weapon-Debug %s, state: %s (duration: %fs), nextAction: %s\n", this->getName(), Weapon::stateToChar(this->currentState), this->stateDuration, Weapon::actionToChar(requestedAction));
616  PRINT(0)("Energy: max: %f; current: %f;  loadedMax: %f; loadedCurrent: %f; chargeMin: %f, chargeMax %f\n",
[6438]617           this->energyMax, this->energy, this->energyLoadedMax, this->energyLoaded, this->minCharge, this->maxCharge);
[4967]618
619
[4885]620}
[3575]621
[5498]622////////////////////////////////////////////////////////
623// static Definitions (transormators for readability) //
624////////////////////////////////////////////////////////
[4885]625/**
626 * Converts a String into an Action.
627 * @param action the String input holding the Action.
628 * @return The Action if known, WA_NONE otherwise.
629 */
630WeaponAction Weapon::charToAction(const char* action)
631{
632  if (!strcmp(action, "none"))
633    return WA_NONE;
634  else if (!strcmp(action, "shoot"))
635    return WA_SHOOT;
636  else if (!strcmp(action, "charge"))
637    return WA_CHARGE;
638  else if (!strcmp(action, "reload"))
639    return WA_RELOAD;
640  else if (!strcmp(action, "acitvate"))
641    return WA_ACTIVATE;
642  else if (!strcmp(action, "deactivate"))
643    return WA_DEACTIVATE;
644  else if (!strcmp(action, "special1"))
645    return WA_SPECIAL1;
646  else
[6438]647  {
648    PRINTF(2)("action %s could not be identified.\n", action);
649    return WA_NONE;
650  }
[4885]651}
[3575]652
653/**
[4885]654 * converts an action into a String
655 * @param action the action to convert
656 * @return a String matching the name of the action
657 */
658const char* Weapon::actionToChar(WeaponAction action)
659{
660  switch (action)
661  {
662    case WA_SHOOT:
663      return "shoot";
664      break;
665    case WA_CHARGE:
666      return "charge";
667      break;
668    case WA_RELOAD:
669      return "reload";
670      break;
671    case WA_ACTIVATE:
672      return "activate";
673      break;
674    case WA_DEACTIVATE:
675      return "deactivate";
676      break;
677    case WA_SPECIAL1:
678      return "special1";
679      break;
680    default:
681      return "none";
682      break;
683  }
684}
[3577]685
686/**
[4885]687 * Converts a String into a State.
688 * @param state the String input holding the State.
689 * @return The State if known, WS_NONE otherwise.
690 */
691WeaponState Weapon::charToState(const char* state)
692{
693  if (!strcmp(state, "none"))
694    return WS_NONE;
695  else if (!strcmp(state, "shooting"))
696    return WS_SHOOTING;
697  else if (!strcmp(state, "charging"))
698    return WS_CHARGING;
699  else if (!strcmp(state, "reloading"))
700    return WS_RELOADING;
701  else if (!strcmp(state, "activating"))
702    return WS_ACTIVATING;
703  else if (!strcmp(state, "deactivating"))
704    return WS_DEACTIVATING;
705  else if (!strcmp(state, "inactive"))
706    return WS_INACTIVE;
707  else if (!strcmp(state, "idle"))
708    return WS_IDLE;
709  else
[6438]710  {
711    PRINTF(2)("state %s could not be identified.\n", state);
712    return WS_NONE;
713  }
[4885]714}
[3583]715
716/**
[4885]717 * converts a State into a String
718 * @param state the state to convert
719 * @return a String matching the name of the state
720 */
721const char* Weapon::stateToChar(WeaponState state)
722{
723  switch (state)
724  {
725    case WS_SHOOTING:
726      return "shooting";
727      break;
728    case WS_CHARGING:
729      return "charging";
730      break;
731    case WS_RELOADING:
732      return "reloading";
733      break;
734    case WS_ACTIVATING:
735      return "activating";
736      break;
737    case WS_DEACTIVATING:
738      return "deactivating";
739      break;
740    case WS_IDLE:
741      return "idle";
742      break;
[4906]743    case WS_INACTIVE:
744      return "inactive";
745      break;
[4885]746    default:
747      return "none";
748      break;
749  }
750}
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