[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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[6434] | 24 | #include "world_entities/projectiles/projectile.h" |
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[4834] | 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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[4885] | 30 | #include "animation3d.h" |
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[4948] | 31 | #include "vector.h" |
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[3573] | 32 | |
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[5930] | 33 | #include "sound_source.h" |
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| 34 | #include "sound_buffer.h" |
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| 35 | |
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[6438] | 36 | #include "glgui_bar.h" |
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| 37 | |
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[4892] | 38 | //////////////////// |
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| 39 | // INITAILISATION // |
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| 40 | // SETTING VALUES // |
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| 41 | //////////////////// |
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[3870] | 42 | /** |
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[4885] | 43 | * standard constructor |
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| 44 | * |
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| 45 | * creates a new weapon |
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[3575] | 46 | */ |
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[5750] | 47 | Weapon::Weapon () |
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[3620] | 48 | { |
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[4885] | 49 | this->init(); |
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[3620] | 50 | } |
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[3573] | 51 | |
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[3575] | 52 | /** |
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[4885] | 53 | * standard deconstructor |
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[3575] | 54 | */ |
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[4597] | 55 | Weapon::~Weapon () |
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[3573] | 56 | { |
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[4885] | 57 | for (int i = 0; i < WS_STATE_COUNT; i++) |
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[4894] | 58 | if (this->animation[i] && ClassList::exists(animation[i], CL_ANIMATION)) //!< @todo this should check animation3D |
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[4885] | 59 | delete this->animation[i]; |
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| 60 | for (int i = 0; i < WA_ACTION_COUNT; i++) |
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[5302] | 61 | if (this->soundBuffers[i] != NULL && ClassList::exists(this->soundBuffers[i], CL_SOUND_BUFFER)) |
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[4885] | 62 | ResourceManager::getInstance()->unload(this->soundBuffers[i]); |
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[4959] | 63 | |
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| 64 | if (ClassList::exists(this->soundSource, CL_SOUND_SOURCE)) |
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| 65 | delete this->soundSource; |
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[4885] | 66 | } |
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[4597] | 67 | |
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[4885] | 68 | /** |
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| 69 | * initializes the Weapon with ALL default values |
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[5498] | 70 | * |
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| 71 | * This Sets the default values of the Weapon |
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[4885] | 72 | */ |
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| 73 | void Weapon::init() |
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| 74 | { |
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[5498] | 75 | this->currentState = WS_INACTIVE; //< Normaly the Weapon is Inactive |
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| 76 | this->requestedAction = WA_NONE; //< No action is requested by default |
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| 77 | this->stateDuration = 0.0; //< All the States have zero duration |
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| 78 | for (int i = 0; i < WS_STATE_COUNT; i++) //< Every State has: |
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[6438] | 79 | { |
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| 80 | this->times[i] = 0.0; //< An infinitesimal duration |
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| 81 | this->animation[i] = NULL; //< No animation |
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| 82 | } |
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[4885] | 83 | for (int i = 0; i < WA_ACTION_COUNT; i++) |
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[5498] | 84 | this->soundBuffers[i] = NULL; //< No Sounds |
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[3888] | 85 | |
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[5498] | 86 | this->soundSource = new SoundSource(this); //< Every Weapon has exacty one SoundSource. |
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| 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 |
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[4885] | 88 | |
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[6920] | 89 | this->defaultTarget = NULL; //< Nothing is Targeted by default. |
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[6756] | 90 | |
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[5498] | 91 | this->projectile = CL_NULL; //< No Projectile Class is Connected to this weapon |
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| 92 | this->projectileFactory = NULL; //< No Factory generating Projectiles is selected. |
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[4885] | 93 | |
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[5498] | 94 | this->hideInactive = true; //< The Weapon will be hidden if it is inactive (by default) |
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[4906] | 95 | |
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[5498] | 96 | this->minCharge = 1.0; //< The minimum charge the Weapon can hold is 1 unit. |
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| 97 | this->maxCharge = 1.0; //< The maximum charge is also one unit. |
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[4927] | 98 | |
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[6671] | 99 | this->energy = 10; //< The secondary Buffer (before we have to reload) |
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[5498] | 100 | this->energyMax = 10.0; //< How much energy can be carried |
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| 101 | this->capability = WTYPE_ALL; //< The Weapon has all capabilities @see W_Capability. |
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[6438] | 102 | |
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| 103 | this->energyWidget = NULL; |
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[6695] | 104 | |
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| 105 | // set this object to be synchronized over network |
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| 106 | //this->setSynchronized(true); |
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[3573] | 107 | } |
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| 108 | |
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[5498] | 109 | /** |
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| 110 | * loads the Parameters of a Weapon |
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| 111 | * @param root the XML-Element to load the Weapons settings from |
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| 112 | */ |
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[4972] | 113 | void Weapon::loadParams(const TiXmlElement* root) |
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| 114 | { |
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[6512] | 115 | WorldEntity::loadParams(root); |
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[4972] | 116 | |
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[5671] | 117 | LoadParam(root, "projectile", this, Weapon, setProjectileType) |
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[6438] | 118 | .describe("Sets the name of the Projectile to load onto the Entity"); |
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[4972] | 119 | |
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[5671] | 120 | LoadParam(root, "emission-point", this, Weapon, setEmissionPoint) |
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[6438] | 121 | .describe("Sets the Point of emission of this weapon"); |
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[4972] | 122 | |
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[5671] | 123 | LoadParam(root, "state-duration", this, Weapon, setStateDuration) |
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[6438] | 124 | .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)"); |
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[4972] | 125 | |
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[5671] | 126 | LoadParam(root, "action-sound", this, Weapon, setActionSound) |
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[6438] | 127 | .describe("Sets a given sound to an action (1: action-Name; 2: name of the sound (relative to the Data-Path))"); |
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[4972] | 128 | } |
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| 129 | |
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[6728] | 130 | |
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[4947] | 131 | /** |
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| 132 | * sets the Projectile to use for this weapon. |
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| 133 | * @param projectile The ID of the Projectile to use |
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[4950] | 134 | * @returns true, if it was sucessfull, false on error |
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[4947] | 135 | * |
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[5498] | 136 | * be aware, that this function does not create Factories, as this is job of Projecitle/Bullet-classes. |
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| 137 | * What it does, is telling the Weapon what Projectiles it can Emit. |
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[4947] | 138 | */ |
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[5356] | 139 | void Weapon::setProjectileType(ClassID projectile) |
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[4947] | 140 | { |
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| 141 | if (projectile == CL_NULL) |
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[4972] | 142 | return; |
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[4947] | 143 | this->projectile = projectile; |
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| 144 | this->projectileFactory = FastFactory::searchFastFactory(projectile); |
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| 145 | if (this->projectileFactory == NULL) |
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[4979] | 146 | { |
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| 147 | PRINTF(1)("unable to find FastFactory for the Projectile.\n"); |
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[4972] | 148 | return; |
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[4979] | 149 | } |
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[4948] | 150 | else |
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| 151 | { |
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| 152 | // grabbing Parameters from the Projectile to have them at hand here. |
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| 153 | Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); |
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[6431] | 154 | this->minCharge = pj->getMinEnergy(); |
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[6700] | 155 | this->maxCharge = pj->getHealthMax(); |
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[4948] | 156 | this->chargeable = pj->isChageable(); |
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[4979] | 157 | this->projectileFactory->kill(pj); |
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[4948] | 158 | } |
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[4979] | 159 | } |
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[3573] | 160 | |
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[6728] | 161 | |
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[4891] | 162 | /** |
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[4950] | 163 | * @see bool Weapon::setProjectile(ClassID projectile) |
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| 164 | * @param projectile the Name of the Projectile. |
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| 165 | */ |
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[5356] | 166 | void Weapon::setProjectileType(const char* projectile) |
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[4950] | 167 | { |
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| 168 | if (projectile == NULL) |
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[4972] | 169 | return; |
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[4950] | 170 | FastFactory* tmpFac = FastFactory::searchFastFactory(projectile); |
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| 171 | if (tmpFac != NULL) |
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| 172 | { |
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[5356] | 173 | this->setProjectileType(tmpFac->getStoredID()); |
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[4950] | 174 | } |
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[4972] | 175 | else |
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| 176 | { |
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[5356] | 177 | PRINTF(1)("Projectile %s does not exist for weapon %s\n", projectile, this->getName()); |
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[4972] | 178 | } |
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[4950] | 179 | } |
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| 180 | |
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[6728] | 181 | |
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[4950] | 182 | /** |
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[5356] | 183 | * prepares Projectiles of the Weapon |
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[5498] | 184 | * @param count how many Projectiles to create (they will be stored in the ProjectileFactory) |
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[5356] | 185 | */ |
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| 186 | void Weapon::prepareProjectiles(unsigned int count) |
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| 187 | { |
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[5357] | 188 | if (likely(this->projectileFactory != NULL)) |
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[5356] | 189 | projectileFactory->prepare(count); |
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| 190 | else |
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[5357] | 191 | PRINTF(2)("unable to create %d projectile for Weapon %s (%s)\n", count, this->getName(), this->getClassName()); |
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[5356] | 192 | } |
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| 193 | |
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[6728] | 194 | |
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[5356] | 195 | /** |
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| 196 | * resurects and returns a Projectile |
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[5498] | 197 | * @returns a Projectile on success, NULL on error |
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| 198 | * |
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| 199 | * errors: 1. (ProjectileFastFactory not Found) |
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| 200 | * 2. No more Projectiles availiable. |
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[5356] | 201 | */ |
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| 202 | Projectile* Weapon::getProjectile() |
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| 203 | { |
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[5357] | 204 | if (likely (this->projectileFactory != NULL)) |
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[6142] | 205 | { |
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| 206 | Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect()); |
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| 207 | pj->toList((OM_LIST)(this->getOMListNumber()+1)); |
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| 208 | return pj; |
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| 209 | } |
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[5356] | 210 | else |
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| 211 | { |
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[5498] | 212 | PRINTF(2)("No projectile defined for Weapon %s(%s) can't return any\n", this->getName(), this->getClassName()); |
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[5356] | 213 | return NULL; |
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| 214 | } |
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| 215 | } |
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| 216 | |
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| 217 | |
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| 218 | /** |
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[4892] | 219 | * sets the emissionPoint's relative position from the Weapon |
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| 220 | * @param point the Point relative to the mass-point of the Weapon |
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| 221 | */ |
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| 222 | void Weapon::setEmissionPoint(const Vector& point) |
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| 223 | { |
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| 224 | this->emissionPoint.setRelCoor(point); |
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| 225 | } |
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| 226 | |
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[6728] | 227 | |
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[4892] | 228 | /** |
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[4891] | 229 | * assigns a Sound-file to an action |
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| 230 | * @param action the action the sound should be assigned too |
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| 231 | * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager) |
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| 232 | */ |
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[4885] | 233 | void Weapon::setActionSound(WeaponAction action, const char* soundFile) |
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| 234 | { |
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| 235 | if (action >= WA_ACTION_COUNT) |
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| 236 | return; |
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[4930] | 237 | if (this->soundBuffers[action] != NULL) |
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| 238 | ResourceManager::getInstance()->unload(this->soundBuffers[action]); |
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| 239 | |
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[4885] | 240 | else if (soundFile != NULL) |
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| 241 | { |
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| 242 | this->soundBuffers[action] = (SoundBuffer*)ResourceManager::getInstance()->load(soundFile, WAV); |
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| 243 | if (this->soundBuffers[action] != NULL) |
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| 244 | { |
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[4967] | 245 | PRINTF(4)("Loaded sound %s to action %s.\n", soundFile, actionToChar(action)); |
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[4885] | 246 | } |
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| 247 | else |
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| 248 | { |
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[5041] | 249 | PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile, actionToChar(action)); |
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[4885] | 250 | } |
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| 251 | } |
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| 252 | else |
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| 253 | this->soundBuffers[action] = NULL; |
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| 254 | } |
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| 255 | |
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[6728] | 256 | |
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[4893] | 257 | /** |
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[4895] | 258 | * creates/returns an Animation3D for a certain State. |
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| 259 | * @param state what State should the Animation be created/returned for |
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| 260 | * @param node the node this Animation should apply to. (NULL is fine if the animation was already created) |
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| 261 | * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist). |
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[4893] | 262 | * |
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| 263 | * This function does only generate the Animation Object, and if set it will |
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| 264 | * automatically be executed, when a certain State is reached. |
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| 265 | * What this does not do, is set keyframes, you have to operate on the returned animation. |
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| 266 | */ |
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[4895] | 267 | Animation3D* Weapon::getAnimation(WeaponState state, PNode* node) |
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[4893] | 268 | { |
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[4895] | 269 | if (state >= WS_STATE_COUNT) // if the state is not known |
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[4893] | 270 | return NULL; |
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| 271 | |
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[4895] | 272 | if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it. |
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[4893] | 273 | { |
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[4895] | 274 | if (likely(node != NULL)) |
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| 275 | return this->animation[state] = new Animation3D(node); |
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| 276 | else |
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| 277 | { |
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| 278 | PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state)); |
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| 279 | return NULL; |
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| 280 | } |
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[4893] | 281 | } |
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[4895] | 282 | else |
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| 283 | return this->animation[state]; |
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[4893] | 284 | } |
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| 285 | |
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[6438] | 286 | GLGuiWidget* Weapon::getEnergyWidget() |
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| 287 | { |
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| 288 | if (this->energyWidget == NULL) |
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| 289 | { |
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| 290 | this->energyWidget = new GLGuiBar; |
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| 291 | this->energyWidget->setSize2D( 20, 100); |
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| 292 | this->energyWidget->setMaximum(this->getEnergyMax()); |
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| 293 | this->energyWidget->setValue(this->getEnergy()); |
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| 294 | } |
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| 295 | return this->energyWidget; |
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| 296 | } |
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| 297 | |
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| 298 | void Weapon::updateWidgets() |
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| 299 | { |
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| 300 | if (this->energyWidget != NULL) |
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| 301 | { |
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| 302 | this->energyWidget->setMaximum(this->energyMax); |
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| 303 | this->energyWidget->setValue(this->energy); |
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| 304 | } |
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| 305 | } |
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| 306 | |
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[4892] | 307 | ///////////////// |
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| 308 | // EXECUTION // |
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| 309 | // GAME ACTION // |
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| 310 | ///////////////// |
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[4597] | 311 | /** |
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[4885] | 312 | * request an action that should be executed, |
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| 313 | * @param action the next action to take |
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| 314 | * |
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| 315 | * This function must be called instead of the actions (like fire/reload...) |
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| 316 | * to make all the checks needed to have a usefull WeaponSystem. |
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| 317 | */ |
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| 318 | void Weapon::requestAction(WeaponAction action) |
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| 319 | { |
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[4906] | 320 | if (likely(this->isActive())) |
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[4885] | 321 | { |
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[4906] | 322 | if (this->requestedAction != WA_NONE) |
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| 323 | return; |
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[5041] | 324 | PRINTF(5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration); |
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[4885] | 325 | this->requestedAction = action; |
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| 326 | } |
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[4906] | 327 | //else |
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| 328 | else if (unlikely(action == WA_ACTIVATE)) |
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| 329 | { |
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| 330 | this->currentState = WS_ACTIVATING; |
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[4926] | 331 | this->requestedAction = WA_ACTIVATE; |
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[4906] | 332 | } |
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[4885] | 333 | } |
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[3577] | 334 | |
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[6728] | 335 | |
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[4890] | 336 | /** |
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| 337 | * adds energy to the Weapon |
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| 338 | * @param energyToAdd The amount of energy |
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| 339 | * @returns the amount of energy we did not pick up, because the weapon is already full |
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| 340 | */ |
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| 341 | float Weapon::increaseEnergy(float energyToAdd) |
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| 342 | { |
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| 343 | float maxAddEnergy = this->energyMax - this->energy; |
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| 344 | |
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| 345 | if (maxAddEnergy >= energyToAdd) |
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| 346 | { |
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| 347 | this->energy += energyToAdd; |
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| 348 | return 0.0; |
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| 349 | } |
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| 350 | else |
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| 351 | { |
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| 352 | this->energy += maxAddEnergy; |
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| 353 | return energyToAdd - maxAddEnergy; |
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| 354 | } |
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| 355 | } |
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| 356 | |
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[6728] | 357 | |
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[5498] | 358 | //////////////////////////////////////////////////////////// |
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| 359 | // WEAPON INTERNALS // |
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| 360 | // These are functions, that no other Weapon should over- // |
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| 361 | // write. No class has direct Access to them, as it is // |
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| 362 | // quite a complicated process, handling a Weapon from // |
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| 363 | // the outside // |
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| 364 | //////////////////////////////////////////////////////////// |
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[4891] | 365 | /** |
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| 366 | * executes an action, and with it starts a new State. |
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| 367 | * @return true, if it worked, false otherwise |
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| 368 | * |
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| 369 | * This function checks, wheter the possibility of executing an action is valid, |
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| 370 | * and does all the necessary stuff, to execute them. If an action does not succeed, |
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| 371 | * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again) |
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| 372 | */ |
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[4885] | 373 | bool Weapon::execute() |
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[3583] | 374 | { |
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[4906] | 375 | #if DEBUG > 4 |
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[4885] | 376 | PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction)); |
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| 377 | this->debug(); |
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[4906] | 378 | #endif |
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[4885] | 379 | |
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[4926] | 380 | WeaponAction action = this->requestedAction; |
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| 381 | this->requestedAction = WA_NONE; |
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| 382 | |
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| 383 | switch (action) |
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[4885] | 384 | { |
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[6671] | 385 | case WA_SHOOT: |
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| 386 | return this->fireW(); |
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| 387 | break; |
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| 388 | case WA_CHARGE: |
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| 389 | return this->chargeW(); |
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| 390 | break; |
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| 391 | case WA_RELOAD: |
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| 392 | return this->reloadW(); |
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| 393 | break; |
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| 394 | case WA_DEACTIVATE: |
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| 395 | return this->deactivateW(); |
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| 396 | break; |
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| 397 | case WA_ACTIVATE: |
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| 398 | return this->activateW(); |
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| 399 | break; |
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[4885] | 400 | } |
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[3583] | 401 | } |
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[3577] | 402 | |
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[4597] | 403 | /** |
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[4894] | 404 | * checks and activates the Weapon. |
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| 405 | * @return true on success. |
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[4892] | 406 | */ |
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| 407 | bool Weapon::activateW() |
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[3583] | 408 | { |
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[6438] | 409 | // if (this->currentState == WS_INACTIVE) |
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[4892] | 410 | { |
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[6433] | 411 | // play Sound |
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[4893] | 412 | if (likely(this->soundBuffers[WA_ACTIVATE] != NULL)) |
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[4892] | 413 | this->soundSource->play(this->soundBuffers[WA_ACTIVATE]); |
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[6444] | 414 | this->updateWidgets(); |
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[6438] | 415 | // activate |
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[4895] | 416 | PRINTF(4)("Activating the Weapon %s\n", this->getName()); |
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[4892] | 417 | this->activate(); |
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[4895] | 418 | // setting up for next action |
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[4926] | 419 | this->enterState(WS_ACTIVATING); |
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[4892] | 420 | } |
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[3583] | 421 | } |
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[3577] | 422 | |
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[4597] | 423 | /** |
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[4894] | 424 | * checks and deactivates the Weapon |
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| 425 | * @return true on success. |
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[4892] | 426 | */ |
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| 427 | bool Weapon::deactivateW() |
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[3583] | 428 | { |
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[6438] | 429 | // if (this->currentState != WS_INACTIVE) |
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[4892] | 430 | { |
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| 431 | PRINTF(4)("Deactivating the Weapon %s\n", this->getName()); |
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[6438] | 432 | // play Sound |
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[4892] | 433 | if (this->soundBuffers[WA_DEACTIVATE] != NULL) |
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| 434 | this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]); |
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[4926] | 435 | // deactivate |
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[4892] | 436 | this->deactivate(); |
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[4926] | 437 | this->enterState(WS_DEACTIVATING); |
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[4892] | 438 | } |
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[3583] | 439 | } |
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[3577] | 440 | |
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[4892] | 441 | /** |
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[4894] | 442 | * checks and charges the Weapon |
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| 443 | * @return true on success. |
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[4892] | 444 | */ |
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| 445 | bool Weapon::chargeW() |
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[4885] | 446 | { |
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[6671] | 447 | if ( this->currentState != WS_INACTIVE && this->energy >= this->minCharge) |
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[4892] | 448 | { |
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[6438] | 449 | // playing Sound |
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[4892] | 450 | if (this->soundBuffers[WA_CHARGE] != NULL) |
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| 451 | this->soundSource->play(this->soundBuffers[WA_CHARGE]); |
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[4893] | 452 | |
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[6438] | 453 | // charge |
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[4892] | 454 | this->charge(); |
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[6438] | 455 | // setting up for the next state |
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[4926] | 456 | this->enterState(WS_CHARGING); |
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[4892] | 457 | } |
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| 458 | else // deactivate the Weapon if we do not have enough energy |
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| 459 | { |
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| 460 | this->requestAction(WA_RELOAD); |
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| 461 | } |
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[4885] | 462 | } |
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[3573] | 463 | |
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[4892] | 464 | /** |
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[4894] | 465 | * checks and fires the Weapon |
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| 466 | * @return true on success. |
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[4892] | 467 | */ |
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| 468 | bool Weapon::fireW() |
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[3575] | 469 | { |
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[6438] | 470 | //if (likely(this->currentState != WS_INACTIVE)) |
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[6671] | 471 | if (this->minCharge <= this->energy) |
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[4892] | 472 | { |
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[6438] | 473 | // playing Sound |
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[4892] | 474 | if (this->soundBuffers[WA_SHOOT] != NULL) |
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| 475 | this->soundSource->play(this->soundBuffers[WA_SHOOT]); |
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[6444] | 476 | this->updateWidgets(); |
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[6438] | 477 | // fire |
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[6671] | 478 | this->energy -= this->minCharge; |
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[4892] | 479 | this->fire(); |
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[6438] | 480 | // setting up for the next state |
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[4926] | 481 | this->enterState(WS_SHOOTING); |
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[4892] | 482 | } |
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| 483 | else // reload if we still have the charge |
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| 484 | { |
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| 485 | this->requestAction(WA_RELOAD); |
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[4930] | 486 | this->execute(); |
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[4892] | 487 | } |
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| 488 | } |
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| 489 | |
---|
| 490 | /** |
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[4894] | 491 | * checks and Reloads the Weapon |
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| 492 | * @return true on success. |
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[4892] | 493 | */ |
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| 494 | bool Weapon::reloadW() |
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| 495 | { |
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[4885] | 496 | PRINTF(4)("Reloading Weapon %s\n", this->getName()); |
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[6671] | 497 | if (this->ammoContainer.get() != NULL && |
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| 498 | unlikely(this->energy + this->ammoContainer->getStoredEnergy() < this->minCharge)) |
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[4885] | 499 | { |
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| 500 | this->requestAction(WA_DEACTIVATE); |
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[4930] | 501 | this->execute(); |
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[4892] | 502 | return false; |
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[4885] | 503 | } |
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[3573] | 504 | |
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| 505 | |
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[4892] | 506 | if (this->soundBuffers[WA_RELOAD] != NULL) |
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| 507 | this->soundSource->play(this->soundBuffers[WA_RELOAD]); |
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| 508 | |
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[6671] | 509 | if (this->ammoContainer.get() != NULL) |
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| 510 | this->ammoContainer->fillWeapon(this); |
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[4885] | 511 | else |
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| 512 | { |
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[6671] | 513 | this->energy = this->energyMax; |
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[4885] | 514 | } |
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[6444] | 515 | this->updateWidgets(); |
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[4892] | 516 | this->reload(); |
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[4926] | 517 | this->enterState(WS_RELOADING); |
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| 518 | } |
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[3575] | 519 | |
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[4926] | 520 | /** |
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| 521 | * enters the requested State, plays back animations updates the timing. |
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| 522 | * @param state the state to enter. |
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| 523 | */ |
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| 524 | inline void Weapon::enterState(WeaponState state) |
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| 525 | { |
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[5041] | 526 | PRINTF(4)("ENTERING STATE %s\n", stateToChar(state)); |
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[4926] | 527 | // playing animation if availiable |
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| 528 | if (likely(this->animation[state] != NULL)) |
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| 529 | this->animation[state]->replay(); |
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| 530 | |
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[6728] | 531 | this->stateDuration += this->times[state]; |
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[4926] | 532 | this->currentState = state; |
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[3575] | 533 | } |
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| 534 | |
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[4927] | 535 | /////////////////// |
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| 536 | // WORLD-ENTITY // |
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| 537 | // FUNCTIONALITY // |
---|
| 538 | /////////////////// |
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[3575] | 539 | /** |
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[4885] | 540 | * tick signal for time dependent/driven stuff |
---|
[3575] | 541 | */ |
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[6736] | 542 | bool Weapon::tickW(float dt) |
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[4885] | 543 | { |
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[4934] | 544 | //printf("%s ", stateToChar(this->currentState)); |
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[4910] | 545 | |
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[4885] | 546 | // setting up the timing properties |
---|
| 547 | this->stateDuration -= dt; |
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[3575] | 548 | |
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[4949] | 549 | if (this->stateDuration <= 0.0) |
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[4885] | 550 | { |
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[4949] | 551 | if (unlikely (this->currentState == WS_DEACTIVATING)) |
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[4885] | 552 | { |
---|
[4949] | 553 | this->currentState = WS_INACTIVE; |
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[6736] | 554 | return false; |
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[4949] | 555 | } |
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| 556 | else |
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| 557 | this->currentState = WS_IDLE; |
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[4906] | 558 | |
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[4949] | 559 | if (this->requestedAction != WA_NONE) |
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| 560 | { |
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| 561 | this->stateDuration = -dt; |
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| 562 | this->execute(); |
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[4885] | 563 | } |
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| 564 | } |
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[6736] | 565 | return true; |
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[4885] | 566 | } |
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| 567 | |
---|
[3575] | 568 | |
---|
| 569 | |
---|
| 570 | |
---|
[4885] | 571 | ////////////////////// |
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| 572 | // HELPER FUNCTIONS // |
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| 573 | ////////////////////// |
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[3576] | 574 | /** |
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[4891] | 575 | * checks wether all the Weapons functions are valid, and if it is possible to go to action with it. |
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[5498] | 576 | * @todo IMPLEMENT the Weapons Check |
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[4891] | 577 | */ |
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| 578 | bool Weapon::check() const |
---|
| 579 | { |
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| 580 | bool retVal = true; |
---|
| 581 | |
---|
[6438] | 582 | // if (this->projectile == NULL) |
---|
[4891] | 583 | { |
---|
[5041] | 584 | PRINTF(1)("There was no projectile assigned to the Weapon.\n"); |
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[4891] | 585 | retVal = false; |
---|
| 586 | } |
---|
| 587 | |
---|
| 588 | |
---|
| 589 | |
---|
| 590 | |
---|
| 591 | return retVal; |
---|
| 592 | } |
---|
| 593 | |
---|
| 594 | /** |
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[4885] | 595 | * some nice debugging information about this Weapon |
---|
| 596 | */ |
---|
| 597 | void Weapon::debug() const |
---|
| 598 | { |
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[6433] | 599 | PRINT(0)("Weapon-Debug %s, state: %s (duration: %fs), nextAction: %s\n", this->getName(), Weapon::stateToChar(this->currentState), this->stateDuration, Weapon::actionToChar(requestedAction)); |
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[6671] | 600 | PRINT(0)("Energy: max: %f; current: %f; chargeMin: %f, chargeMax %f\n", |
---|
| 601 | this->energyMax, this->energy, this->minCharge, this->maxCharge); |
---|
[4967] | 602 | |
---|
| 603 | |
---|
[4885] | 604 | } |
---|
[3575] | 605 | |
---|
[5498] | 606 | //////////////////////////////////////////////////////// |
---|
| 607 | // static Definitions (transormators for readability) // |
---|
| 608 | //////////////////////////////////////////////////////// |
---|
[4885] | 609 | /** |
---|
| 610 | * Converts a String into an Action. |
---|
| 611 | * @param action the String input holding the Action. |
---|
| 612 | * @return The Action if known, WA_NONE otherwise. |
---|
| 613 | */ |
---|
| 614 | WeaponAction Weapon::charToAction(const char* action) |
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| 615 | { |
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| 616 | if (!strcmp(action, "none")) |
---|
| 617 | return WA_NONE; |
---|
| 618 | else if (!strcmp(action, "shoot")) |
---|
| 619 | return WA_SHOOT; |
---|
| 620 | else if (!strcmp(action, "charge")) |
---|
| 621 | return WA_CHARGE; |
---|
| 622 | else if (!strcmp(action, "reload")) |
---|
| 623 | return WA_RELOAD; |
---|
| 624 | else if (!strcmp(action, "acitvate")) |
---|
| 625 | return WA_ACTIVATE; |
---|
| 626 | else if (!strcmp(action, "deactivate")) |
---|
| 627 | return WA_DEACTIVATE; |
---|
| 628 | else if (!strcmp(action, "special1")) |
---|
| 629 | return WA_SPECIAL1; |
---|
| 630 | else |
---|
[6438] | 631 | { |
---|
| 632 | PRINTF(2)("action %s could not be identified.\n", action); |
---|
| 633 | return WA_NONE; |
---|
| 634 | } |
---|
[4885] | 635 | } |
---|
[3575] | 636 | |
---|
| 637 | /** |
---|
[4885] | 638 | * converts an action into a String |
---|
| 639 | * @param action the action to convert |
---|
| 640 | * @return a String matching the name of the action |
---|
| 641 | */ |
---|
| 642 | const char* Weapon::actionToChar(WeaponAction action) |
---|
| 643 | { |
---|
| 644 | switch (action) |
---|
| 645 | { |
---|
[6671] | 646 | case WA_SHOOT: |
---|
| 647 | return "shoot"; |
---|
| 648 | break; |
---|
| 649 | case WA_CHARGE: |
---|
| 650 | return "charge"; |
---|
| 651 | break; |
---|
| 652 | case WA_RELOAD: |
---|
| 653 | return "reload"; |
---|
| 654 | break; |
---|
| 655 | case WA_ACTIVATE: |
---|
| 656 | return "activate"; |
---|
| 657 | break; |
---|
| 658 | case WA_DEACTIVATE: |
---|
| 659 | return "deactivate"; |
---|
| 660 | break; |
---|
| 661 | case WA_SPECIAL1: |
---|
| 662 | return "special1"; |
---|
| 663 | break; |
---|
| 664 | default: |
---|
| 665 | return "none"; |
---|
| 666 | break; |
---|
[4885] | 667 | } |
---|
| 668 | } |
---|
[3577] | 669 | |
---|
| 670 | /** |
---|
[4885] | 671 | * Converts a String into a State. |
---|
| 672 | * @param state the String input holding the State. |
---|
| 673 | * @return The State if known, WS_NONE otherwise. |
---|
| 674 | */ |
---|
| 675 | WeaponState Weapon::charToState(const char* state) |
---|
| 676 | { |
---|
| 677 | if (!strcmp(state, "none")) |
---|
| 678 | return WS_NONE; |
---|
| 679 | else if (!strcmp(state, "shooting")) |
---|
| 680 | return WS_SHOOTING; |
---|
| 681 | else if (!strcmp(state, "charging")) |
---|
| 682 | return WS_CHARGING; |
---|
| 683 | else if (!strcmp(state, "reloading")) |
---|
| 684 | return WS_RELOADING; |
---|
| 685 | else if (!strcmp(state, "activating")) |
---|
| 686 | return WS_ACTIVATING; |
---|
| 687 | else if (!strcmp(state, "deactivating")) |
---|
| 688 | return WS_DEACTIVATING; |
---|
| 689 | else if (!strcmp(state, "inactive")) |
---|
| 690 | return WS_INACTIVE; |
---|
| 691 | else if (!strcmp(state, "idle")) |
---|
| 692 | return WS_IDLE; |
---|
| 693 | else |
---|
[6438] | 694 | { |
---|
| 695 | PRINTF(2)("state %s could not be identified.\n", state); |
---|
| 696 | return WS_NONE; |
---|
| 697 | } |
---|
[4885] | 698 | } |
---|
[3583] | 699 | |
---|
| 700 | /** |
---|
[4885] | 701 | * converts a State into a String |
---|
| 702 | * @param state the state to convert |
---|
| 703 | * @return a String matching the name of the state |
---|
| 704 | */ |
---|
| 705 | const char* Weapon::stateToChar(WeaponState state) |
---|
| 706 | { |
---|
| 707 | switch (state) |
---|
| 708 | { |
---|
[6671] | 709 | case WS_SHOOTING: |
---|
| 710 | return "shooting"; |
---|
| 711 | break; |
---|
| 712 | case WS_CHARGING: |
---|
| 713 | return "charging"; |
---|
| 714 | break; |
---|
| 715 | case WS_RELOADING: |
---|
| 716 | return "reloading"; |
---|
| 717 | break; |
---|
| 718 | case WS_ACTIVATING: |
---|
| 719 | return "activating"; |
---|
| 720 | break; |
---|
| 721 | case WS_DEACTIVATING: |
---|
| 722 | return "deactivating"; |
---|
| 723 | break; |
---|
| 724 | case WS_IDLE: |
---|
| 725 | return "idle"; |
---|
| 726 | break; |
---|
| 727 | case WS_INACTIVE: |
---|
| 728 | return "inactive"; |
---|
| 729 | break; |
---|
| 730 | default: |
---|
| 731 | return "none"; |
---|
| 732 | break; |
---|
[4885] | 733 | } |
---|
| 734 | } |
---|