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source: orxonox.OLD/trunk/src/world_entities/weapons/weapon.cc @ 6683

Last change on this file since 6683 was 6671, checked in by bensch, 19 years ago

WeaponManger now handles Ammo.
If a Weapon has NO ammo then the Ammo will be infinite

File size: 19.1 KB
RevLine 
[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
[6671]97  this->energy = 10;                               //< The secondary Buffer (before we have to reload)
[5498]98  this->energyMax = 10.0;                          //< How much energy can be carried
99  this->capability = WTYPE_ALL;                    //< The Weapon has all capabilities @see W_Capability.
[6438]100
101  this->energyWidget = NULL;
[3573]102}
103
[5498]104/**
105 * loads the Parameters of a Weapon
106 * @param root the XML-Element to load the Weapons settings from
107 */
[4972]108void Weapon::loadParams(const TiXmlElement* root)
109{
[6512]110  WorldEntity::loadParams(root);
[4972]111
[5671]112  LoadParam(root, "projectile", this, Weapon, setProjectileType)
[6438]113  .describe("Sets the name of the Projectile to load onto the Entity");
[4972]114
[5671]115  LoadParam(root, "emission-point", this, Weapon, setEmissionPoint)
[6438]116  .describe("Sets the Point of emission of this weapon");
[4972]117
[5671]118  LoadParam(root, "state-duration", this, Weapon, setStateDuration)
[6438]119  .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)");
[4972]120
[5671]121  LoadParam(root, "action-sound", this, Weapon, setActionSound)
[6438]122  .describe("Sets a given sound to an action (1: action-Name; 2: name of the sound (relative to the Data-Path))");
[4972]123}
124
[4947]125/**
126 * sets the Projectile to use for this weapon.
127 * @param projectile The ID of the Projectile to use
[4950]128 * @returns true, if it was sucessfull, false on error
[4947]129 *
[5498]130 * be aware, that this function does not create Factories, as this is job of Projecitle/Bullet-classes.
131 * What it does, is telling the Weapon what Projectiles it can Emit.
[4947]132 */
[5356]133void Weapon::setProjectileType(ClassID projectile)
[4947]134{
135  if (projectile == CL_NULL)
[4972]136    return;
[4947]137  this->projectile = projectile;
138  this->projectileFactory = FastFactory::searchFastFactory(projectile);
139  if (this->projectileFactory == NULL)
[4979]140  {
141    PRINTF(1)("unable to find FastFactory for the Projectile.\n");
[4972]142    return;
[4979]143  }
[4948]144  else
145  {
146    // grabbing Parameters from the Projectile to have them at hand here.
147    Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect());
[6431]148    this->minCharge = pj->getMinEnergy();
149    this->maxCharge = pj->getMaxEnergy();
[4948]150    this->chargeable = pj->isChageable();
[4979]151    this->projectileFactory->kill(pj);
[4948]152  }
[4979]153}
[3573]154
[4891]155/**
[4950]156 * @see bool Weapon::setProjectile(ClassID projectile)
157 * @param projectile the Name of the Projectile.
158 */
[5356]159void Weapon::setProjectileType(const char* projectile)
[4950]160{
161  if (projectile == NULL)
[4972]162    return;
[4950]163  FastFactory* tmpFac = FastFactory::searchFastFactory(projectile);
164  if (tmpFac != NULL)
165  {
[5356]166    this->setProjectileType(tmpFac->getStoredID());
[4950]167  }
[4972]168  else
169  {
[5356]170    PRINTF(1)("Projectile %s does not exist for weapon %s\n", projectile, this->getName());
[4972]171  }
[4950]172}
173
174/**
[5356]175 * prepares Projectiles of the Weapon
[5498]176 * @param count how many Projectiles to create (they will be stored in the ProjectileFactory)
[5356]177 */
178void Weapon::prepareProjectiles(unsigned int count)
179{
[5357]180  if (likely(this->projectileFactory != NULL))
[5356]181    projectileFactory->prepare(count);
182  else
[5357]183    PRINTF(2)("unable to create %d projectile for Weapon %s (%s)\n", count, this->getName(), this->getClassName());
[5356]184}
185
186/**
187 * resurects and returns a Projectile
[5498]188 * @returns a Projectile on success, NULL on error
189 *
190 * errors: 1. (ProjectileFastFactory not Found)
191 *         2. No more Projectiles availiable.
[5356]192 */
193Projectile* Weapon::getProjectile()
194{
[5357]195  if (likely (this->projectileFactory != NULL))
[6142]196  {
197    Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect());
198    pj->toList((OM_LIST)(this->getOMListNumber()+1));
199    return pj;
200  }
[5356]201  else
202  {
[5498]203    PRINTF(2)("No projectile defined for Weapon %s(%s) can't return any\n", this->getName(), this->getClassName());
[5356]204    return NULL;
205  }
206}
207
208
209/**
[4892]210 * sets the emissionPoint's relative position from the Weapon
211 * @param point the Point relative to the mass-point of the Weapon
212 */
213void Weapon::setEmissionPoint(const Vector& point)
214{
215  this->emissionPoint.setRelCoor(point);
216}
217
218/**
[4891]219 * assigns a Sound-file to an action
220 * @param action the action the sound should be assigned too
221 * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager)
222 */
[4885]223void Weapon::setActionSound(WeaponAction action, const char* soundFile)
224{
225  if (action >= WA_ACTION_COUNT)
226    return;
[4930]227  if (this->soundBuffers[action] != NULL)
228    ResourceManager::getInstance()->unload(this->soundBuffers[action]);
229
[4885]230  else if (soundFile != NULL)
231  {
232    this->soundBuffers[action] = (SoundBuffer*)ResourceManager::getInstance()->load(soundFile, WAV);
233    if (this->soundBuffers[action] != NULL)
234    {
[4967]235      PRINTF(4)("Loaded sound %s to action %s.\n", soundFile, actionToChar(action));
[4885]236    }
237    else
238    {
[5041]239      PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile, actionToChar(action));
[4885]240    }
241  }
242  else
243    this->soundBuffers[action] = NULL;
244}
245
[4893]246/**
[4895]247 * creates/returns an Animation3D for a certain State.
248 * @param state what State should the Animation be created/returned for
249 * @param node the node this Animation should apply to. (NULL is fine if the animation was already created)
250 * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist).
[4893]251 *
252 * This function does only generate the Animation Object, and if set it will
253 * automatically be executed, when a certain State is reached.
254 * What this does not do, is set keyframes, you have to operate on the returned animation.
255 */
[4895]256Animation3D* Weapon::getAnimation(WeaponState state, PNode* node)
[4893]257{
[4895]258  if (state >= WS_STATE_COUNT) // if the state is not known
[4893]259    return NULL;
260
[4895]261  if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it.
[4893]262  {
[4895]263    if (likely(node != NULL))
264      return this->animation[state] = new Animation3D(node);
265    else
266    {
267      PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state));
268      return NULL;
269    }
[4893]270  }
[4895]271  else
272    return this->animation[state];
[4893]273}
274
[6438]275GLGuiWidget* Weapon::getEnergyWidget()
276{
277  if (this->energyWidget == NULL)
278  {
279    this->energyWidget = new GLGuiBar;
280    this->energyWidget->setSize2D( 20, 100);
281    this->energyWidget->setMaximum(this->getEnergyMax());
282    this->energyWidget->setValue(this->getEnergy());
283  }
284  return this->energyWidget;
285}
286
287void Weapon::updateWidgets()
288{
289  if (this->energyWidget != NULL)
290  {
291    this->energyWidget->setMaximum(this->energyMax);
292    this->energyWidget->setValue(this->energy);
293  }
294}
295
[4892]296/////////////////
297//  EXECUTION  //
298// GAME ACTION //
299/////////////////
[4597]300/**
[4885]301 * request an action that should be executed,
302 * @param action the next action to take
303 *
304 * This function must be called instead of the actions (like fire/reload...)
305 * to make all the checks needed to have a usefull WeaponSystem.
306 */
307void Weapon::requestAction(WeaponAction action)
308{
[4906]309  if (likely(this->isActive()))
[4885]310  {
[4906]311    if (this->requestedAction != WA_NONE)
312      return;
[5041]313    PRINTF(5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration);
[4885]314    this->requestedAction = action;
315  }
[4906]316  //else
317  else if (unlikely(action == WA_ACTIVATE))
318  {
319    this->currentState = WS_ACTIVATING;
[4926]320    this->requestedAction = WA_ACTIVATE;
[4906]321  }
[4885]322}
[3577]323
[4890]324/**
325 * adds energy to the Weapon
326 * @param energyToAdd The amount of energy
327 * @returns the amount of energy we did not pick up, because the weapon is already full
328 */
329float Weapon::increaseEnergy(float energyToAdd)
330{
331  float maxAddEnergy = this->energyMax - this->energy;
332
333  if (maxAddEnergy >= energyToAdd)
334  {
335    this->energy += energyToAdd;
336    return 0.0;
337  }
338  else
339  {
340    this->energy += maxAddEnergy;
341    return energyToAdd - maxAddEnergy;
342  }
343}
344
[5498]345////////////////////////////////////////////////////////////
346// WEAPON INTERNALS                                       //
347// These are functions, that no other Weapon should over- //
348// write. No class has direct Access to them, as it is    //
349// quite a complicated process, handling a Weapon from    //
350// the outside                                            //
351////////////////////////////////////////////////////////////
[4891]352/**
353 * executes an action, and with it starts a new State.
354 * @return true, if it worked, false otherwise
355 *
356 * This function checks, wheter the possibility of executing an action is valid,
357 * and does all the necessary stuff, to execute them. If an action does not succeed,
358 * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again)
359 */
[4885]360bool Weapon::execute()
[3583]361{
[4906]362#if DEBUG > 4
[4885]363  PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction));
364  this->debug();
[4906]365#endif
[4885]366
[4926]367  WeaponAction action = this->requestedAction;
368  this->requestedAction = WA_NONE;
369
370  switch (action)
[4885]371  {
[6671]372  case WA_SHOOT:
373    return this->fireW();
374    break;
375  case WA_CHARGE:
376    return this->chargeW();
377    break;
378  case WA_RELOAD:
379    return this->reloadW();
380    break;
381  case WA_DEACTIVATE:
382    return this->deactivateW();
383    break;
384  case WA_ACTIVATE:
385    return this->activateW();
386    break;
[4885]387  }
[3583]388}
[3577]389
[4597]390/**
[4894]391 * checks and activates the Weapon.
392 * @return true on success.
[4892]393 */
394bool Weapon::activateW()
[3583]395{
[6438]396  //  if (this->currentState == WS_INACTIVE)
[4892]397  {
[6433]398    // play Sound
[4893]399    if (likely(this->soundBuffers[WA_ACTIVATE] != NULL))
[4892]400      this->soundSource->play(this->soundBuffers[WA_ACTIVATE]);
[6444]401    this->updateWidgets();
[6438]402    // activate
[4895]403    PRINTF(4)("Activating the Weapon %s\n", this->getName());
[4892]404    this->activate();
[4895]405    // setting up for next action
[4926]406    this->enterState(WS_ACTIVATING);
[4892]407  }
[3583]408}
[3577]409
[4597]410/**
[4894]411 * checks and deactivates the Weapon
412 * @return true on success.
[4892]413 */
414bool Weapon::deactivateW()
[3583]415{
[6438]416  //  if (this->currentState != WS_INACTIVE)
[4892]417  {
418    PRINTF(4)("Deactivating the Weapon %s\n", this->getName());
[6438]419    // play Sound
[4892]420    if (this->soundBuffers[WA_DEACTIVATE] != NULL)
421      this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]);
[4926]422    // deactivate
[4892]423    this->deactivate();
[4926]424    this->enterState(WS_DEACTIVATING);
[4892]425  }
[3583]426}
[3577]427
[4892]428/**
[4894]429 * checks and charges the Weapon
430 * @return true on success.
[4892]431 */
432bool Weapon::chargeW()
[4885]433{
[6671]434  if ( this->currentState != WS_INACTIVE && this->energy >= this->minCharge)
[4892]435  {
[6438]436    // playing Sound
[4892]437    if (this->soundBuffers[WA_CHARGE] != NULL)
438      this->soundSource->play(this->soundBuffers[WA_CHARGE]);
[4893]439
[6438]440    // charge
[4892]441    this->charge();
[6438]442    // setting up for the next state
[4926]443    this->enterState(WS_CHARGING);
[4892]444  }
445  else // deactivate the Weapon if we do not have enough energy
446  {
447    this->requestAction(WA_RELOAD);
448  }
[4885]449}
[3573]450
[4892]451/**
[4894]452 * checks and fires the Weapon
453 * @return true on success.
[4892]454 */
455bool Weapon::fireW()
[3575]456{
[6438]457  //if (likely(this->currentState != WS_INACTIVE))
[6671]458  if (this->minCharge <= this->energy)
[4892]459  {
[6438]460    // playing Sound
[4892]461    if (this->soundBuffers[WA_SHOOT] != NULL)
462      this->soundSource->play(this->soundBuffers[WA_SHOOT]);
[6444]463    this->updateWidgets();
[6438]464    // fire
[6671]465    this->energy -= this->minCharge;
[4892]466    this->fire();
[6438]467    // setting up for the next state
[4926]468    this->enterState(WS_SHOOTING);
[4892]469  }
470  else  // reload if we still have the charge
471  {
472    this->requestAction(WA_RELOAD);
[4930]473    this->execute();
[4892]474  }
475}
476
477/**
[4894]478 * checks and Reloads the Weapon
479 * @return true on success.
[4892]480 */
481bool Weapon::reloadW()
482{
[4885]483  PRINTF(4)("Reloading Weapon %s\n", this->getName());
[6671]484  if (this->ammoContainer.get() != NULL &&
485        unlikely(this->energy + this->ammoContainer->getStoredEnergy() < this->minCharge))
[4885]486  {
487    this->requestAction(WA_DEACTIVATE);
[4930]488    this->execute();
[4892]489    return false;
[4885]490  }
[3573]491
492
[4892]493  if (this->soundBuffers[WA_RELOAD] != NULL)
494    this->soundSource->play(this->soundBuffers[WA_RELOAD]);
495
[6671]496  if (this->ammoContainer.get() != NULL)
497    this->ammoContainer->fillWeapon(this);
[4885]498  else
499  {
[6671]500    this->energy = this->energyMax;
[4885]501  }
[6444]502  this->updateWidgets();
[4892]503  this->reload();
[4926]504  this->enterState(WS_RELOADING);
505}
[3575]506
[4926]507/**
508 * enters the requested State, plays back animations updates the timing.
509 * @param state the state to enter.
510 */
511inline void Weapon::enterState(WeaponState state)
512{
[5041]513  PRINTF(4)("ENTERING STATE %s\n", stateToChar(state));
[4926]514  // playing animation if availiable
515  if (likely(this->animation[state] != NULL))
516    this->animation[state]->replay();
517
518  this->stateDuration = this->times[state] + this->stateDuration;
519  this->currentState = state;
[3575]520}
521
[4927]522///////////////////
523//  WORLD-ENTITY //
524// FUNCTIONALITY //
525///////////////////
[3575]526/**
[4885]527 * tick signal for time dependent/driven stuff
[3575]528*/
[6439]529void Weapon::tickW(float dt)
[4885]530{
[4934]531  //printf("%s ", stateToChar(this->currentState));
[4910]532
[4885]533  // setting up the timing properties
534  this->stateDuration -= dt;
[3575]535
[4949]536  if (this->stateDuration <= 0.0)
[4885]537  {
[4949]538    if (unlikely (this->currentState == WS_DEACTIVATING))
[4885]539    {
[4949]540      this->currentState = WS_INACTIVE;
541      return;
542    }
543    else
544      this->currentState = WS_IDLE;
[4906]545
[4949]546    if (this->requestedAction != WA_NONE)
547    {
548      this->stateDuration = -dt;
549      this->execute();
[4885]550    }
551  }
[6439]552  tick(dt);
[4885]553}
554
[3575]555
556
557
[4885]558//////////////////////
559// HELPER FUNCTIONS //
560//////////////////////
[3576]561/**
[4891]562 * checks wether all the Weapons functions are valid, and if it is possible to go to action with it.
[5498]563 * @todo IMPLEMENT the Weapons Check
[4891]564 */
565bool Weapon::check() const
566{
567  bool retVal = true;
568
[6438]569  //  if (this->projectile == NULL)
[4891]570  {
[5041]571    PRINTF(1)("There was no projectile assigned to the Weapon.\n");
[4891]572    retVal = false;
573  }
574
575
576
577
578  return retVal;
579}
580
581/**
[4885]582 * some nice debugging information about this Weapon
583 */
584void Weapon::debug() const
585{
[6433]586  PRINT(0)("Weapon-Debug %s, state: %s (duration: %fs), nextAction: %s\n", this->getName(), Weapon::stateToChar(this->currentState), this->stateDuration, Weapon::actionToChar(requestedAction));
[6671]587  PRINT(0)("Energy: max: %f; current: %f; chargeMin: %f, chargeMax %f\n",
588           this->energyMax, this->energy, this->minCharge, this->maxCharge);
[4967]589
590
[4885]591}
[3575]592
[5498]593////////////////////////////////////////////////////////
594// static Definitions (transormators for readability) //
595////////////////////////////////////////////////////////
[4885]596/**
597 * Converts a String into an Action.
598 * @param action the String input holding the Action.
599 * @return The Action if known, WA_NONE otherwise.
600 */
601WeaponAction Weapon::charToAction(const char* action)
602{
603  if (!strcmp(action, "none"))
604    return WA_NONE;
605  else if (!strcmp(action, "shoot"))
606    return WA_SHOOT;
607  else if (!strcmp(action, "charge"))
608    return WA_CHARGE;
609  else if (!strcmp(action, "reload"))
610    return WA_RELOAD;
611  else if (!strcmp(action, "acitvate"))
612    return WA_ACTIVATE;
613  else if (!strcmp(action, "deactivate"))
614    return WA_DEACTIVATE;
615  else if (!strcmp(action, "special1"))
616    return WA_SPECIAL1;
617  else
[6438]618  {
619    PRINTF(2)("action %s could not be identified.\n", action);
620    return WA_NONE;
621  }
[4885]622}
[3575]623
624/**
[4885]625 * converts an action into a String
626 * @param action the action to convert
627 * @return a String matching the name of the action
628 */
629const char* Weapon::actionToChar(WeaponAction action)
630{
631  switch (action)
632  {
[6671]633  case WA_SHOOT:
634    return "shoot";
635    break;
636  case WA_CHARGE:
637    return "charge";
638    break;
639  case WA_RELOAD:
640    return "reload";
641    break;
642  case WA_ACTIVATE:
643    return "activate";
644    break;
645  case WA_DEACTIVATE:
646    return "deactivate";
647    break;
648  case WA_SPECIAL1:
649    return "special1";
650    break;
651  default:
652    return "none";
653    break;
[4885]654  }
655}
[3577]656
657/**
[4885]658 * Converts a String into a State.
659 * @param state the String input holding the State.
660 * @return The State if known, WS_NONE otherwise.
661 */
662WeaponState Weapon::charToState(const char* state)
663{
664  if (!strcmp(state, "none"))
665    return WS_NONE;
666  else if (!strcmp(state, "shooting"))
667    return WS_SHOOTING;
668  else if (!strcmp(state, "charging"))
669    return WS_CHARGING;
670  else if (!strcmp(state, "reloading"))
671    return WS_RELOADING;
672  else if (!strcmp(state, "activating"))
673    return WS_ACTIVATING;
674  else if (!strcmp(state, "deactivating"))
675    return WS_DEACTIVATING;
676  else if (!strcmp(state, "inactive"))
677    return WS_INACTIVE;
678  else if (!strcmp(state, "idle"))
679    return WS_IDLE;
680  else
[6438]681  {
682    PRINTF(2)("state %s could not be identified.\n", state);
683    return WS_NONE;
684  }
[4885]685}
[3583]686
687/**
[4885]688 * converts a State into a String
689 * @param state the state to convert
690 * @return a String matching the name of the state
691 */
692const char* Weapon::stateToChar(WeaponState state)
693{
694  switch (state)
695  {
[6671]696  case WS_SHOOTING:
697    return "shooting";
698    break;
699  case WS_CHARGING:
700    return "charging";
701    break;
702  case WS_RELOADING:
703    return "reloading";
704    break;
705  case WS_ACTIVATING:
706    return "activating";
707    break;
708  case WS_DEACTIVATING:
709    return "deactivating";
710    break;
711  case WS_IDLE:
712    return "idle";
713    break;
714  case WS_INACTIVE:
715    return "inactive";
716    break;
717  default:
718    return "none";
719    break;
[4885]720  }
721}
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