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source: orxonox.OLD/trunk/src/world_entities/weapons/weapon.cc @ 7487

Last change on this file since 7487 was 7460, checked in by bensch, 19 years ago

orxonox/trunk: Namespaces for sound

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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
[7193]26#include "util/loading/resource_manager.h"
[4894]27#include "class_list.h"
[7350]28#include "util/loading/factory.h"
[7193]29#include "util/loading/load_param.h"
[4828]30#include "state.h"
[4885]31#include "animation3d.h"
[3573]32
[5930]33#include "sound_source.h"
34#include "sound_buffer.h"
35
[6438]36#include "glgui_bar.h"
37
[7350]38using namespace std;
39
[4892]40////////////////////
41// INITAILISATION //
42// SETTING VALUES //
43////////////////////
[3870]44/**
[4885]45 * standard constructor
46 *
47 * creates a new weapon
[3575]48*/
[5750]49Weapon::Weapon ()
[3620]50{
[4885]51  this->init();
[3620]52}
[3573]53
[3575]54/**
[4885]55 * standard deconstructor
[3575]56*/
[4597]57Weapon::~Weapon ()
[3573]58{
[4885]59  for (int i = 0; i < WS_STATE_COUNT; i++)
[4894]60    if (this->animation[i] && ClassList::exists(animation[i], CL_ANIMATION))  //!< @todo this should check animation3D
[4885]61      delete this->animation[i];
62  for (int i = 0; i < WA_ACTION_COUNT; i++)
[5302]63    if (this->soundBuffers[i] != NULL && ClassList::exists(this->soundBuffers[i], CL_SOUND_BUFFER))
[4885]64      ResourceManager::getInstance()->unload(this->soundBuffers[i]);
[4959]65
66  if (ClassList::exists(this->soundSource, CL_SOUND_SOURCE))
67    delete this->soundSource;
[4885]68}
[4597]69
[4885]70/**
[7350]71 * @brief creates a new Weapon of type weaponID and returns it.
72 * @param weaponID the WeaponID type to create.
73 * @returns the newly created Weapon.
74 */
75Weapon* Weapon::createWeapon(ClassID weaponID)
76{
77  BaseObject* createdObject = Factory::fabricate(weaponID);
78  if (createdObject != NULL)
79  {
80    if (createdObject->isA(CL_WEAPON))
81      return dynamic_cast<Weapon*>(createdObject);
82    else
83    {
84      delete createdObject;
85      return NULL;
86    }
87  }
88}
89
90/**
[4885]91 * initializes the Weapon with ALL default values
[5498]92 *
93 * This Sets the default values of the Weapon
[4885]94 */
95void Weapon::init()
96{
[7350]97  this->setClassID(CL_WEAPON, "Weapon");
[5498]98  this->currentState     = WS_INACTIVE;            //< Normaly the Weapon is Inactive
99  this->requestedAction  = WA_NONE;                //< No action is requested by default
100  this->stateDuration    = 0.0;                    //< All the States have zero duration
101  for (int i = 0; i < WS_STATE_COUNT; i++)         //< Every State has:
[6438]102  {
103    this->times[i] = 0.0;                        //< An infinitesimal duration
104    this->animation[i] = NULL;                   //< No animation
105  }
[4885]106  for (int i = 0; i < WA_ACTION_COUNT; i++)
[5498]107    this->soundBuffers[i] = NULL;                  //< No Sounds
[3888]108
[7460]109  this->soundSource = new OrxSound::SoundSource(this);       //< Every Weapon has exacty one SoundSource.
[5498]110  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
[7126]111  this->emissionPoint.setName("EmissionPoint");
112  this->emissionPoint.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
[4885]113
[6920]114  this->defaultTarget = NULL;                      //< Nothing is Targeted by default.
[6756]115
[5498]116  this->projectile = CL_NULL;                      //< No Projectile Class is Connected to this weapon
117  this->projectileFactory = NULL;                  //< No Factory generating Projectiles is selected.
[4885]118
[5498]119  this->hideInactive = true;                       //< The Weapon will be hidden if it is inactive (by default)
[4906]120
[5498]121  this->minCharge = 1.0;                           //< The minimum charge the Weapon can hold is 1 unit.
122  this->maxCharge = 1.0;                           //< The maximum charge is also one unit.
[4927]123
[6671]124  this->energy = 10;                               //< The secondary Buffer (before we have to reload)
[5498]125  this->energyMax = 10.0;                          //< How much energy can be carried
126  this->capability = WTYPE_ALL;                    //< The Weapon has all capabilities @see W_Capability.
[6438]127
128  this->energyWidget = NULL;
[6695]129
130  // set this object to be synchronized over network
131  //this->setSynchronized(true);
[3573]132}
133
[5498]134/**
135 * loads the Parameters of a Weapon
136 * @param root the XML-Element to load the Weapons settings from
137 */
[4972]138void Weapon::loadParams(const TiXmlElement* root)
139{
[6512]140  WorldEntity::loadParams(root);
[4972]141
[7102]142  LoadParam(root, "projectile", this, Weapon, setProjectileTypeC)
[6438]143  .describe("Sets the name of the Projectile to load onto the Entity");
[4972]144
[5671]145  LoadParam(root, "emission-point", this, Weapon, setEmissionPoint)
[6438]146  .describe("Sets the Point of emission of this weapon");
[4972]147
[5671]148  LoadParam(root, "state-duration", this, Weapon, setStateDuration)
[6438]149  .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)");
[4972]150
[5671]151  LoadParam(root, "action-sound", this, Weapon, setActionSound)
[6438]152  .describe("Sets a given sound to an action (1: action-Name; 2: name of the sound (relative to the Data-Path))");
[4972]153}
154
[6728]155
[4947]156/**
157 * sets the Projectile to use for this weapon.
158 * @param projectile The ID of the Projectile to use
[4950]159 * @returns true, if it was sucessfull, false on error
[4947]160 *
[5498]161 * be aware, that this function does not create Factories, as this is job of Projecitle/Bullet-classes.
162 * What it does, is telling the Weapon what Projectiles it can Emit.
[4947]163 */
[5356]164void Weapon::setProjectileType(ClassID projectile)
[4947]165{
166  if (projectile == CL_NULL)
[4972]167    return;
[4947]168  this->projectile = projectile;
169  this->projectileFactory = FastFactory::searchFastFactory(projectile);
170  if (this->projectileFactory == NULL)
[4979]171  {
172    PRINTF(1)("unable to find FastFactory for the Projectile.\n");
[4972]173    return;
[4979]174  }
[4948]175  else
176  {
177    // grabbing Parameters from the Projectile to have them at hand here.
178    Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect());
[6431]179    this->minCharge = pj->getMinEnergy();
[6700]180    this->maxCharge = pj->getHealthMax();
[4948]181    this->chargeable = pj->isChageable();
[4979]182    this->projectileFactory->kill(pj);
[4948]183  }
[4979]184}
[3573]185
[6728]186
[4891]187/**
[4950]188 * @see bool Weapon::setProjectile(ClassID projectile)
189 * @param projectile the Name of the Projectile.
190 */
[7221]191void Weapon::setProjectileTypeC(const std::string& projectile)
[4950]192{
193  FastFactory* tmpFac = FastFactory::searchFastFactory(projectile);
194  if (tmpFac != NULL)
195  {
[5356]196    this->setProjectileType(tmpFac->getStoredID());
[4950]197  }
[4972]198  else
199  {
[7221]200    PRINTF(1)("Projectile %s does not exist for weapon %s\n", projectile.c_str(), this->getName());
[4972]201  }
[4950]202}
203
[6728]204
[4950]205/**
[5356]206 * prepares Projectiles of the Weapon
[5498]207 * @param count how many Projectiles to create (they will be stored in the ProjectileFactory)
[5356]208 */
209void Weapon::prepareProjectiles(unsigned int count)
210{
[5357]211  if (likely(this->projectileFactory != NULL))
[5356]212    projectileFactory->prepare(count);
213  else
[5357]214    PRINTF(2)("unable to create %d projectile for Weapon %s (%s)\n", count, this->getName(), this->getClassName());
[5356]215}
216
[6728]217
[5356]218/**
219 * resurects and returns a Projectile
[5498]220 * @returns a Projectile on success, NULL on error
221 *
222 * errors: 1. (ProjectileFastFactory not Found)
223 *         2. No more Projectiles availiable.
[5356]224 */
225Projectile* Weapon::getProjectile()
226{
[5357]227  if (likely (this->projectileFactory != NULL))
[6142]228  {
229    Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect());
230    pj->toList((OM_LIST)(this->getOMListNumber()+1));
231    return pj;
232  }
[5356]233  else
234  {
[5498]235    PRINTF(2)("No projectile defined for Weapon %s(%s) can't return any\n", this->getName(), this->getClassName());
[5356]236    return NULL;
237  }
238}
239
240
241/**
[4892]242 * sets the emissionPoint's relative position from the Weapon
243 * @param point the Point relative to the mass-point of the Weapon
244 */
245void Weapon::setEmissionPoint(const Vector& point)
246{
247  this->emissionPoint.setRelCoor(point);
248}
249
[6728]250
[4892]251/**
[4891]252 * assigns a Sound-file to an action
253 * @param action the action the sound should be assigned too
254 * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager)
255 */
[7221]256void Weapon::setActionSound(WeaponAction action, const std::string& soundFile)
[4885]257{
258  if (action >= WA_ACTION_COUNT)
259    return;
[4930]260  if (this->soundBuffers[action] != NULL)
261    ResourceManager::getInstance()->unload(this->soundBuffers[action]);
262
[7221]263  else if (!soundFile.empty())
[4885]264  {
[7460]265    this->soundBuffers[action] = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load(soundFile, WAV);
[4885]266    if (this->soundBuffers[action] != NULL)
267    {
[7221]268      PRINTF(4)("Loaded sound %s to action %s.\n", soundFile.c_str(), actionToChar(action));
[4885]269    }
270    else
271    {
[7221]272      PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile.c_str(), actionToChar(action));
[4885]273    }
274  }
275  else
276    this->soundBuffers[action] = NULL;
277}
278
[6728]279
[4893]280/**
[4895]281 * creates/returns an Animation3D for a certain State.
282 * @param state what State should the Animation be created/returned for
283 * @param node the node this Animation should apply to. (NULL is fine if the animation was already created)
284 * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist).
[4893]285 *
286 * This function does only generate the Animation Object, and if set it will
287 * automatically be executed, when a certain State is reached.
288 * What this does not do, is set keyframes, you have to operate on the returned animation.
289 */
[4895]290Animation3D* Weapon::getAnimation(WeaponState state, PNode* node)
[4893]291{
[4895]292  if (state >= WS_STATE_COUNT) // if the state is not known
[4893]293    return NULL;
294
[4895]295  if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it.
[4893]296  {
[4895]297    if (likely(node != NULL))
298      return this->animation[state] = new Animation3D(node);
299    else
300    {
301      PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state));
302      return NULL;
303    }
[4893]304  }
[4895]305  else
306    return this->animation[state];
[4893]307}
308
[6438]309GLGuiWidget* Weapon::getEnergyWidget()
310{
311  if (this->energyWidget == NULL)
312  {
313    this->energyWidget = new GLGuiBar;
314    this->energyWidget->setSize2D( 20, 100);
315    this->energyWidget->setMaximum(this->getEnergyMax());
316    this->energyWidget->setValue(this->getEnergy());
317  }
318  return this->energyWidget;
319}
320
321void Weapon::updateWidgets()
322{
323  if (this->energyWidget != NULL)
324  {
325    this->energyWidget->setMaximum(this->energyMax);
326    this->energyWidget->setValue(this->energy);
327  }
328}
329
[4892]330/////////////////
331//  EXECUTION  //
332// GAME ACTION //
333/////////////////
[4597]334/**
[4885]335 * request an action that should be executed,
336 * @param action the next action to take
337 *
338 * This function must be called instead of the actions (like fire/reload...)
339 * to make all the checks needed to have a usefull WeaponSystem.
340 */
341void Weapon::requestAction(WeaponAction action)
342{
[4906]343  if (likely(this->isActive()))
[4885]344  {
[4906]345    if (this->requestedAction != WA_NONE)
346      return;
[5041]347    PRINTF(5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration);
[4885]348    this->requestedAction = action;
349  }
[4906]350  //else
351  else if (unlikely(action == WA_ACTIVATE))
352  {
353    this->currentState = WS_ACTIVATING;
[4926]354    this->requestedAction = WA_ACTIVATE;
[4906]355  }
[4885]356}
[3577]357
[6728]358
[4890]359/**
360 * adds energy to the Weapon
361 * @param energyToAdd The amount of energy
362 * @returns the amount of energy we did not pick up, because the weapon is already full
363 */
364float Weapon::increaseEnergy(float energyToAdd)
365{
366  float maxAddEnergy = this->energyMax - this->energy;
367
368  if (maxAddEnergy >= energyToAdd)
369  {
370    this->energy += energyToAdd;
371    return 0.0;
372  }
373  else
374  {
375    this->energy += maxAddEnergy;
376    return energyToAdd - maxAddEnergy;
377  }
378}
379
[6728]380
[5498]381////////////////////////////////////////////////////////////
382// WEAPON INTERNALS                                       //
383// These are functions, that no other Weapon should over- //
384// write. No class has direct Access to them, as it is    //
385// quite a complicated process, handling a Weapon from    //
386// the outside                                            //
387////////////////////////////////////////////////////////////
[4891]388/**
389 * executes an action, and with it starts a new State.
390 * @return true, if it worked, false otherwise
391 *
392 * This function checks, wheter the possibility of executing an action is valid,
393 * and does all the necessary stuff, to execute them. If an action does not succeed,
394 * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again)
395 */
[4885]396bool Weapon::execute()
[3583]397{
[4906]398#if DEBUG > 4
[4885]399  PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction));
400  this->debug();
[4906]401#endif
[4885]402
[4926]403  WeaponAction action = this->requestedAction;
404  this->requestedAction = WA_NONE;
405
406  switch (action)
[4885]407  {
[7350]408    case WA_SHOOT:
409      return this->fireW();
410      break;
411    case WA_CHARGE:
412      return this->chargeW();
413      break;
414    case WA_RELOAD:
415      return this->reloadW();
416      break;
417    case WA_DEACTIVATE:
418      return this->deactivateW();
419      break;
420    case WA_ACTIVATE:
421      return this->activateW();
422      break;
[4885]423  }
[3583]424}
[3577]425
[4597]426/**
[4894]427 * checks and activates the Weapon.
428 * @return true on success.
[4892]429 */
430bool Weapon::activateW()
[3583]431{
[6438]432  //  if (this->currentState == WS_INACTIVE)
[4892]433  {
[6433]434    // play Sound
[4893]435    if (likely(this->soundBuffers[WA_ACTIVATE] != NULL))
[4892]436      this->soundSource->play(this->soundBuffers[WA_ACTIVATE]);
[6444]437    this->updateWidgets();
[6438]438    // activate
[4895]439    PRINTF(4)("Activating the Weapon %s\n", this->getName());
[4892]440    this->activate();
[4895]441    // setting up for next action
[4926]442    this->enterState(WS_ACTIVATING);
[4892]443  }
[3583]444}
[3577]445
[4597]446/**
[4894]447 * checks and deactivates the Weapon
448 * @return true on success.
[4892]449 */
450bool Weapon::deactivateW()
[3583]451{
[6438]452  //  if (this->currentState != WS_INACTIVE)
[4892]453  {
454    PRINTF(4)("Deactivating the Weapon %s\n", this->getName());
[6438]455    // play Sound
[4892]456    if (this->soundBuffers[WA_DEACTIVATE] != NULL)
457      this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]);
[4926]458    // deactivate
[4892]459    this->deactivate();
[4926]460    this->enterState(WS_DEACTIVATING);
[4892]461  }
[3583]462}
[3577]463
[4892]464/**
[4894]465 * checks and charges the Weapon
466 * @return true on success.
[4892]467 */
468bool Weapon::chargeW()
[4885]469{
[6671]470  if ( this->currentState != WS_INACTIVE && this->energy >= this->minCharge)
[4892]471  {
[6438]472    // playing Sound
[4892]473    if (this->soundBuffers[WA_CHARGE] != NULL)
474      this->soundSource->play(this->soundBuffers[WA_CHARGE]);
[4893]475
[6438]476    // charge
[4892]477    this->charge();
[6438]478    // setting up for the next state
[4926]479    this->enterState(WS_CHARGING);
[4892]480  }
481  else // deactivate the Weapon if we do not have enough energy
482  {
483    this->requestAction(WA_RELOAD);
484  }
[4885]485}
[3573]486
[4892]487/**
[4894]488 * checks and fires the Weapon
489 * @return true on success.
[4892]490 */
491bool Weapon::fireW()
[3575]492{
[6438]493  //if (likely(this->currentState != WS_INACTIVE))
[6671]494  if (this->minCharge <= this->energy)
[4892]495  {
[6438]496    // playing Sound
[4892]497    if (this->soundBuffers[WA_SHOOT] != NULL)
498      this->soundSource->play(this->soundBuffers[WA_SHOOT]);
[6444]499    this->updateWidgets();
[6438]500    // fire
[6671]501    this->energy -= this->minCharge;
[4892]502    this->fire();
[6438]503    // setting up for the next state
[4926]504    this->enterState(WS_SHOOTING);
[4892]505  }
506  else  // reload if we still have the charge
507  {
508    this->requestAction(WA_RELOAD);
[4930]509    this->execute();
[4892]510  }
511}
512
513/**
[4894]514 * checks and Reloads the Weapon
515 * @return true on success.
[4892]516 */
517bool Weapon::reloadW()
518{
[4885]519  PRINTF(4)("Reloading Weapon %s\n", this->getName());
[6671]520  if (this->ammoContainer.get() != NULL &&
[7350]521      unlikely(this->energy + this->ammoContainer->getStoredEnergy() < this->minCharge))
[4885]522  {
523    this->requestAction(WA_DEACTIVATE);
[4930]524    this->execute();
[4892]525    return false;
[4885]526  }
[3573]527
528
[4892]529  if (this->soundBuffers[WA_RELOAD] != NULL)
530    this->soundSource->play(this->soundBuffers[WA_RELOAD]);
531
[6671]532  if (this->ammoContainer.get() != NULL)
533    this->ammoContainer->fillWeapon(this);
[4885]534  else
535  {
[6671]536    this->energy = this->energyMax;
[4885]537  }
[6444]538  this->updateWidgets();
[4892]539  this->reload();
[4926]540  this->enterState(WS_RELOADING);
541}
[3575]542
[4926]543/**
544 * enters the requested State, plays back animations updates the timing.
545 * @param state the state to enter.
546 */
547inline void Weapon::enterState(WeaponState state)
548{
[5041]549  PRINTF(4)("ENTERING STATE %s\n", stateToChar(state));
[4926]550  // playing animation if availiable
551  if (likely(this->animation[state] != NULL))
552    this->animation[state]->replay();
553
[6728]554  this->stateDuration += this->times[state];
[4926]555  this->currentState = state;
[3575]556}
557
[4927]558///////////////////
559//  WORLD-ENTITY //
560// FUNCTIONALITY //
561///////////////////
[3575]562/**
[4885]563 * tick signal for time dependent/driven stuff
[3575]564*/
[6736]565bool Weapon::tickW(float dt)
[4885]566{
[4934]567  //printf("%s ", stateToChar(this->currentState));
[4910]568
[4885]569  // setting up the timing properties
570  this->stateDuration -= dt;
[3575]571
[4949]572  if (this->stateDuration <= 0.0)
[4885]573  {
[4949]574    if (unlikely (this->currentState == WS_DEACTIVATING))
[4885]575    {
[4949]576      this->currentState = WS_INACTIVE;
[6736]577      return false;
[4949]578    }
579    else
580      this->currentState = WS_IDLE;
[4906]581
[4949]582    if (this->requestedAction != WA_NONE)
583    {
584      this->stateDuration = -dt;
585      this->execute();
[4885]586    }
587  }
[6736]588  return true;
[4885]589}
590
[3575]591
592
593
[4885]594//////////////////////
595// HELPER FUNCTIONS //
596//////////////////////
[3576]597/**
[4891]598 * checks wether all the Weapons functions are valid, and if it is possible to go to action with it.
[5498]599 * @todo IMPLEMENT the Weapons Check
[4891]600 */
601bool Weapon::check() const
602{
603  bool retVal = true;
604
[6438]605  //  if (this->projectile == NULL)
[4891]606  {
[5041]607    PRINTF(1)("There was no projectile assigned to the Weapon.\n");
[4891]608    retVal = false;
609  }
610
611
612
613
614  return retVal;
615}
616
617/**
[4885]618 * some nice debugging information about this Weapon
619 */
620void Weapon::debug() const
621{
[6433]622  PRINT(0)("Weapon-Debug %s, state: %s (duration: %fs), nextAction: %s\n", this->getName(), Weapon::stateToChar(this->currentState), this->stateDuration, Weapon::actionToChar(requestedAction));
[6671]623  PRINT(0)("Energy: max: %f; current: %f; chargeMin: %f, chargeMax %f\n",
624           this->energyMax, this->energy, this->minCharge, this->maxCharge);
[4967]625
626
[4885]627}
[3575]628
[5498]629////////////////////////////////////////////////////////
630// static Definitions (transormators for readability) //
631////////////////////////////////////////////////////////
[4885]632/**
633 * Converts a String into an Action.
634 * @param action the String input holding the Action.
635 * @return The Action if known, WA_NONE otherwise.
636 */
[7221]637WeaponAction Weapon::charToAction(const std::string& action)
[4885]638{
[7221]639  if (action == "none")
[4885]640    return WA_NONE;
[7221]641  else if (action == "shoot")
[4885]642    return WA_SHOOT;
[7221]643  else if (action == "charge")
[4885]644    return WA_CHARGE;
[7221]645  else if (action == "reload")
[4885]646    return WA_RELOAD;
[7221]647  else if (action == "acitvate")
[4885]648    return WA_ACTIVATE;
[7221]649  else if (action == "deactivate")
[4885]650    return WA_DEACTIVATE;
[7221]651  else if (action == "special1")
[4885]652    return WA_SPECIAL1;
653  else
[6438]654  {
[7221]655    PRINTF(2)("action %s could not be identified.\n", action.c_str());
[6438]656    return WA_NONE;
657  }
[4885]658}
[3575]659
660/**
[4885]661 * converts an action into a String
662 * @param action the action to convert
663 * @return a String matching the name of the action
664 */
665const char* Weapon::actionToChar(WeaponAction action)
666{
667  switch (action)
668  {
[7350]669    case WA_SHOOT:
670      return "shoot";
671      break;
672    case WA_CHARGE:
673      return "charge";
674      break;
675    case WA_RELOAD:
676      return "reload";
677      break;
678    case WA_ACTIVATE:
679      return "activate";
680      break;
681    case WA_DEACTIVATE:
682      return "deactivate";
683      break;
684    case WA_SPECIAL1:
685      return "special1";
686      break;
687    default:
688      return "none";
689      break;
[4885]690  }
691}
[3577]692
693/**
[4885]694 * Converts a String into a State.
695 * @param state the String input holding the State.
696 * @return The State if known, WS_NONE otherwise.
697 */
[7221]698WeaponState Weapon::charToState(const std::string& state)
[4885]699{
[7221]700  if (state == "none")
[4885]701    return WS_NONE;
[7221]702  else if (state == "shooting")
[4885]703    return WS_SHOOTING;
[7221]704  else if (state == "charging")
[4885]705    return WS_CHARGING;
[7221]706  else if (state == "reloading")
[4885]707    return WS_RELOADING;
[7221]708  else if (state == "activating")
[4885]709    return WS_ACTIVATING;
[7221]710  else if (state == "deactivating")
[4885]711    return WS_DEACTIVATING;
[7221]712  else if (state == "inactive")
[4885]713    return WS_INACTIVE;
[7221]714  else if (state == "idle")
[4885]715    return WS_IDLE;
716  else
[6438]717  {
[7221]718    PRINTF(2)("state %s could not be identified.\n", state.c_str());
[6438]719    return WS_NONE;
720  }
[4885]721}
[3583]722
723/**
[4885]724 * converts a State into a String
725 * @param state the state to convert
726 * @return a String matching the name of the state
727 */
728const char* Weapon::stateToChar(WeaponState state)
729{
730  switch (state)
731  {
[7350]732    case WS_SHOOTING:
733      return "shooting";
734      break;
735    case WS_CHARGING:
736      return "charging";
737      break;
738    case WS_RELOADING:
739      return "reloading";
740      break;
741    case WS_ACTIVATING:
742      return "activating";
743      break;
744    case WS_DEACTIVATING:
745      return "deactivating";
746      break;
747    case WS_IDLE:
748      return "idle";
749      break;
750    case WS_INACTIVE:
751      return "inactive";
752      break;
753    default:
754      return "none";
755      break;
[4885]756  }
757}
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