Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/trunk/src/world_entities/weapons/weapon.cc @ 9428

Last change on this file since 9428 was 9406, checked in by bensch, 18 years ago

orxonox/trunk: merged the proxy back

merged with commandsvn merge -r9346:HEAD https://svn.orxonox.net/orxonox/branches/proxy .

no conflicts

File size: 20.3 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
[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
[8976]36#include "elements/glgui_energywidget.h"
[6438]37
[7350]38
[9406]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  }
[8316]88  return NULL;
[7350]89}
90
91/**
[4885]92 * initializes the Weapon with ALL default values
[5498]93 *
94 * This Sets the default values of the Weapon
[4885]95 */
96void Weapon::init()
97{
[7350]98  this->setClassID(CL_WEAPON, "Weapon");
[5498]99  this->currentState     = WS_INACTIVE;            //< Normaly the Weapon is Inactive
100  this->requestedAction  = WA_NONE;                //< No action is requested by default
101  this->stateDuration    = 0.0;                    //< All the States have zero duration
102  for (int i = 0; i < WS_STATE_COUNT; i++)         //< Every State has:
[6438]103  {
104    this->times[i] = 0.0;                        //< An infinitesimal duration
105    this->animation[i] = NULL;                   //< No animation
106  }
[4885]107  for (int i = 0; i < WA_ACTION_COUNT; i++)
[5498]108    this->soundBuffers[i] = NULL;                  //< No Sounds
[3888]109
[7460]110  this->soundSource = new OrxSound::SoundSource(this);       //< Every Weapon has exacty one SoundSource.
[5498]111  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]112  this->emissionPoint.setName("EmissionPoint");
113  this->emissionPoint.addNodeFlags(PNODE_PROHIBIT_DELETE_WITH_PARENT);
[4885]114
[6920]115  this->defaultTarget = NULL;                      //< Nothing is Targeted by default.
[6756]116
[5498]117  this->projectile = CL_NULL;                      //< No Projectile Class is Connected to this weapon
118  this->projectileFactory = NULL;                  //< No Factory generating Projectiles is selected.
[4885]119
[5498]120  this->hideInactive = true;                       //< The Weapon will be hidden if it is inactive (by default)
[4906]121
[5498]122  this->minCharge = 1.0;                           //< The minimum charge the Weapon can hold is 1 unit.
123  this->maxCharge = 1.0;                           //< The maximum charge is also one unit.
[4927]124
[6671]125  this->energy = 10;                               //< The secondary Buffer (before we have to reload)
[5498]126  this->energyMax = 10.0;                          //< How much energy can be carried
127  this->capability = WTYPE_ALL;                    //< The Weapon has all capabilities @see W_Capability.
[6438]128
129  this->energyWidget = NULL;
[6695]130
131  // set this object to be synchronized over network
132  //this->setSynchronized(true);
[3573]133}
134
[5498]135/**
136 * loads the Parameters of a Weapon
137 * @param root the XML-Element to load the Weapons settings from
138 */
[4972]139void Weapon::loadParams(const TiXmlElement* root)
140{
[6512]141  WorldEntity::loadParams(root);
[4972]142
[7102]143  LoadParam(root, "projectile", this, Weapon, setProjectileTypeC)
[6438]144  .describe("Sets the name of the Projectile to load onto the Entity");
[4972]145
[5671]146  LoadParam(root, "emission-point", this, Weapon, setEmissionPoint)
[6438]147  .describe("Sets the Point of emission of this weapon");
[4972]148
[5671]149  LoadParam(root, "state-duration", this, Weapon, setStateDuration)
[6438]150  .describe("Sets the duration of a given state (1: state-Name; 2: duration in seconds)");
[4972]151
[5671]152  LoadParam(root, "action-sound", this, Weapon, setActionSound)
[6438]153  .describe("Sets a given sound to an action (1: action-Name; 2: name of the sound (relative to the Data-Path))");
[4972]154}
155
[6728]156
[4947]157/**
158 * sets the Projectile to use for this weapon.
159 * @param projectile The ID of the Projectile to use
[4950]160 * @returns true, if it was sucessfull, false on error
[4947]161 *
[5498]162 * be aware, that this function does not create Factories, as this is job of Projecitle/Bullet-classes.
163 * What it does, is telling the Weapon what Projectiles it can Emit.
[4947]164 */
[5356]165void Weapon::setProjectileType(ClassID projectile)
[4947]166{
167  if (projectile == CL_NULL)
[4972]168    return;
[4947]169  this->projectile = projectile;
170  this->projectileFactory = FastFactory::searchFastFactory(projectile);
171  if (this->projectileFactory == NULL)
[4979]172  {
173    PRINTF(1)("unable to find FastFactory for the Projectile.\n");
[4972]174    return;
[4979]175  }
[4948]176  else
177  {
178    // grabbing Parameters from the Projectile to have them at hand here.
179    Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect());
[6431]180    this->minCharge = pj->getMinEnergy();
[6700]181    this->maxCharge = pj->getHealthMax();
[4948]182    this->chargeable = pj->isChageable();
[4979]183    this->projectileFactory->kill(pj);
[4948]184  }
[4979]185}
[3573]186
[6728]187
[4891]188/**
[4950]189 * @see bool Weapon::setProjectile(ClassID projectile)
190 * @param projectile the Name of the Projectile.
191 */
[7221]192void Weapon::setProjectileTypeC(const std::string& projectile)
[4950]193{
194  FastFactory* tmpFac = FastFactory::searchFastFactory(projectile);
195  if (tmpFac != NULL)
196  {
[5356]197    this->setProjectileType(tmpFac->getStoredID());
[4950]198  }
[4972]199  else
200  {
[9406]201    PRINTF(1)("Projectile %s does not exist for weapon %s\n", projectile.c_str(), this->getCName());
[4972]202  }
[4950]203}
204
[6728]205
[4950]206/**
[5356]207 * prepares Projectiles of the Weapon
[5498]208 * @param count how many Projectiles to create (they will be stored in the ProjectileFactory)
[5356]209 */
210void Weapon::prepareProjectiles(unsigned int count)
211{
[5357]212  if (likely(this->projectileFactory != NULL))
[5356]213    projectileFactory->prepare(count);
214  else
[9406]215    PRINTF(2)("unable to create %d projectile for Weapon %s::%s\n", count, this->getClassCName(), this->getCName());
[5356]216}
217
[6728]218
[5356]219/**
220 * resurects and returns a Projectile
[5498]221 * @returns a Projectile on success, NULL on error
222 *
223 * errors: 1. (ProjectileFastFactory not Found)
224 *         2. No more Projectiles availiable.
[5356]225 */
226Projectile* Weapon::getProjectile()
227{
[5357]228  if (likely (this->projectileFactory != NULL))
[6142]229  {
230    Projectile* pj = dynamic_cast<Projectile*>(this->projectileFactory->resurrect());
231    pj->toList((OM_LIST)(this->getOMListNumber()+1));
232    return pj;
233  }
[5356]234  else
235  {
[9406]236    PRINTF(2)("No projectile defined for Weapon %s(%s) can't return any\n", this->getCName(), this->getClassCName());
[5356]237    return NULL;
238  }
239}
240
241
242/**
[4892]243 * sets the emissionPoint's relative position from the Weapon
244 * @param point the Point relative to the mass-point of the Weapon
245 */
246void Weapon::setEmissionPoint(const Vector& point)
247{
248  this->emissionPoint.setRelCoor(point);
249}
250
[6728]251
[4892]252/**
[4891]253 * assigns a Sound-file to an action
254 * @param action the action the sound should be assigned too
255 * @param soundFile the soundFile's relative position to the data-directory (will be looked for by the ResourceManager)
256 */
[7221]257void Weapon::setActionSound(WeaponAction action, const std::string& soundFile)
[4885]258{
259  if (action >= WA_ACTION_COUNT)
260    return;
[4930]261  if (this->soundBuffers[action] != NULL)
262    ResourceManager::getInstance()->unload(this->soundBuffers[action]);
263
[7221]264  else if (!soundFile.empty())
[4885]265  {
[7460]266    this->soundBuffers[action] = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load(soundFile, WAV);
[4885]267    if (this->soundBuffers[action] != NULL)
268    {
[7221]269      PRINTF(4)("Loaded sound %s to action %s.\n", soundFile.c_str(), actionToChar(action));
[4885]270    }
271    else
272    {
[7221]273      PRINTF(2)("Failed to load sound %s to %s.\n.", soundFile.c_str(), actionToChar(action));
[4885]274    }
275  }
276  else
277    this->soundBuffers[action] = NULL;
278}
279
[6728]280
[4893]281/**
[4895]282 * creates/returns an Animation3D for a certain State.
283 * @param state what State should the Animation be created/returned for
284 * @param node the node this Animation should apply to. (NULL is fine if the animation was already created)
285 * @returns The created animation.Animation(), NULL on error (or if the animation does not yet exist).
[4893]286 *
287 * This function does only generate the Animation Object, and if set it will
288 * automatically be executed, when a certain State is reached.
289 * What this does not do, is set keyframes, you have to operate on the returned animation.
290 */
[4895]291Animation3D* Weapon::getAnimation(WeaponState state, PNode* node)
[4893]292{
[4895]293  if (state >= WS_STATE_COUNT) // if the state is not known
[4893]294    return NULL;
295
[4895]296  if (unlikely(this->animation[state] == NULL)) // if the animation does not exist yet create it.
[4893]297  {
[4895]298    if (likely(node != NULL))
299      return this->animation[state] = new Animation3D(node);
300    else
301    {
302      PRINTF(2)("Node not defined for the Creation of the 3D-animation of state %s\n", stateToChar(state));
303      return NULL;
304    }
[4893]305  }
[4895]306  else
307    return this->animation[state];
[4893]308}
309
[7779]310OrxGui::GLGuiWidget* Weapon::getEnergyWidget()
[6438]311{
312  if (this->energyWidget == NULL)
313  {
[8977]314    this->energyWidget = new OrxGui::GLGuiEnergyWidget();
[9406]315    this->energyWidget->setDisplayedName(this->getClassCName());
[6438]316    this->energyWidget->setSize2D( 20, 100);
317    this->energyWidget->setMaximum(this->getEnergyMax());
318    this->energyWidget->setValue(this->getEnergy());
319  }
320  return this->energyWidget;
321}
322
323void Weapon::updateWidgets()
324{
325  if (this->energyWidget != NULL)
326  {
327    this->energyWidget->setMaximum(this->energyMax);
328    this->energyWidget->setValue(this->energy);
329  }
330}
331
[4892]332/////////////////
333//  EXECUTION  //
334// GAME ACTION //
335/////////////////
[4597]336/**
[4885]337 * request an action that should be executed,
338 * @param action the next action to take
339 *
340 * This function must be called instead of the actions (like fire/reload...)
341 * to make all the checks needed to have a usefull WeaponSystem.
342 */
343void Weapon::requestAction(WeaponAction action)
344{
[4906]345  if (likely(this->isActive()))
[4885]346  {
[4906]347    if (this->requestedAction != WA_NONE)
348      return;
[5041]349    PRINTF(5)("next action will be %s in %f seconds\n", actionToChar(action), this->stateDuration);
[4885]350    this->requestedAction = action;
351  }
[4906]352  //else
353  else if (unlikely(action == WA_ACTIVATE))
354  {
355    this->currentState = WS_ACTIVATING;
[4926]356    this->requestedAction = WA_ACTIVATE;
[4906]357  }
[4885]358}
[3577]359
[6728]360
[4890]361/**
362 * adds energy to the Weapon
363 * @param energyToAdd The amount of energy
364 * @returns the amount of energy we did not pick up, because the weapon is already full
365 */
366float Weapon::increaseEnergy(float energyToAdd)
367{
368  float maxAddEnergy = this->energyMax - this->energy;
369
370  if (maxAddEnergy >= energyToAdd)
371  {
372    this->energy += energyToAdd;
373    return 0.0;
374  }
375  else
376  {
377    this->energy += maxAddEnergy;
378    return energyToAdd - maxAddEnergy;
379  }
380}
381
[6728]382
[5498]383////////////////////////////////////////////////////////////
384// WEAPON INTERNALS                                       //
385// These are functions, that no other Weapon should over- //
386// write. No class has direct Access to them, as it is    //
387// quite a complicated process, handling a Weapon from    //
388// the outside                                            //
389////////////////////////////////////////////////////////////
[4891]390/**
391 * executes an action, and with it starts a new State.
392 * @return true, if it worked, false otherwise
393 *
394 * This function checks, wheter the possibility of executing an action is valid,
395 * and does all the necessary stuff, to execute them. If an action does not succeed,
396 * it tries to go around it. (ex. shoot->noAmo->reload()->wait until shoot comes again)
397 */
[4885]398bool Weapon::execute()
[3583]399{
[7729]400#if DEBUG_LEVEL > 4
[4885]401  PRINTF(4)("trying to execute action %s\n", actionToChar(this->requestedAction));
402  this->debug();
[4906]403#endif
[4885]404
[4926]405  WeaponAction action = this->requestedAction;
406  this->requestedAction = WA_NONE;
407
408  switch (action)
[4885]409  {
[7350]410    case WA_SHOOT:
411      return this->fireW();
412      break;
413    case WA_CHARGE:
414      return this->chargeW();
415      break;
416    case WA_RELOAD:
417      return this->reloadW();
418      break;
419    case WA_DEACTIVATE:
420      return this->deactivateW();
421      break;
422    case WA_ACTIVATE:
423      return this->activateW();
424      break;
[8316]425    default:
426      PRINTF(2)("Action %s Not Implemented yet \n", Weapon::actionToChar(action));
427      return false;
[4885]428  }
[3583]429}
[3577]430
[4597]431/**
[4894]432 * checks and activates the Weapon.
433 * @return true on success.
[4892]434 */
435bool Weapon::activateW()
[3583]436{
[6438]437  //  if (this->currentState == WS_INACTIVE)
[4892]438  {
[6433]439    // play Sound
[4893]440    if (likely(this->soundBuffers[WA_ACTIVATE] != NULL))
[4892]441      this->soundSource->play(this->soundBuffers[WA_ACTIVATE]);
[6444]442    this->updateWidgets();
[6438]443    // activate
[9406]444    PRINTF(4)("Activating the Weapon %s\n", this->getCName());
[4892]445    this->activate();
[4895]446    // setting up for next action
[4926]447    this->enterState(WS_ACTIVATING);
[4892]448  }
[8316]449  return true;
[3583]450}
[3577]451
[4597]452/**
[4894]453 * checks and deactivates the Weapon
454 * @return true on success.
[4892]455 */
456bool Weapon::deactivateW()
[3583]457{
[6438]458  //  if (this->currentState != WS_INACTIVE)
[4892]459  {
[9406]460    PRINTF(4)("Deactivating the Weapon %s\n", this->getCName());
[6438]461    // play Sound
[4892]462    if (this->soundBuffers[WA_DEACTIVATE] != NULL)
463      this->soundSource->play(this->soundBuffers[WA_DEACTIVATE]);
[4926]464    // deactivate
[4892]465    this->deactivate();
[4926]466    this->enterState(WS_DEACTIVATING);
[4892]467  }
[8316]468
469  return true;
[3583]470}
[3577]471
[4892]472/**
[4894]473 * checks and charges the Weapon
474 * @return true on success.
[4892]475 */
476bool Weapon::chargeW()
[4885]477{
[6671]478  if ( this->currentState != WS_INACTIVE && this->energy >= this->minCharge)
[4892]479  {
[6438]480    // playing Sound
[4892]481    if (this->soundBuffers[WA_CHARGE] != NULL)
482      this->soundSource->play(this->soundBuffers[WA_CHARGE]);
[4893]483
[6438]484    // charge
[4892]485    this->charge();
[6438]486    // setting up for the next state
[4926]487    this->enterState(WS_CHARGING);
[4892]488  }
489  else // deactivate the Weapon if we do not have enough energy
490  {
491    this->requestAction(WA_RELOAD);
492  }
[8316]493  return true;
[4885]494}
[3573]495
[4892]496/**
[4894]497 * checks and fires the Weapon
498 * @return true on success.
[4892]499 */
500bool Weapon::fireW()
[3575]501{
[6438]502  //if (likely(this->currentState != WS_INACTIVE))
[6671]503  if (this->minCharge <= this->energy)
[4892]504  {
[6438]505    // playing Sound
[4892]506    if (this->soundBuffers[WA_SHOOT] != NULL)
507      this->soundSource->play(this->soundBuffers[WA_SHOOT]);
[6444]508    this->updateWidgets();
[6438]509    // fire
[6671]510    this->energy -= this->minCharge;
[4892]511    this->fire();
[6438]512    // setting up for the next state
[4926]513    this->enterState(WS_SHOOTING);
[4892]514  }
515  else  // reload if we still have the charge
516  {
517    this->requestAction(WA_RELOAD);
[4930]518    this->execute();
[4892]519  }
[8316]520  return true;
[4892]521}
522
523/**
[4894]524 * checks and Reloads the Weapon
525 * @return true on success.
[4892]526 */
527bool Weapon::reloadW()
528{
[9406]529  PRINTF(4)("Reloading Weapon %s\n", this->getCName());
[6671]530  if (this->ammoContainer.get() != NULL &&
[7350]531      unlikely(this->energy + this->ammoContainer->getStoredEnergy() < this->minCharge))
[4885]532  {
533    this->requestAction(WA_DEACTIVATE);
[4930]534    this->execute();
[4892]535    return false;
[4885]536  }
[3573]537
538
[4892]539  if (this->soundBuffers[WA_RELOAD] != NULL)
540    this->soundSource->play(this->soundBuffers[WA_RELOAD]);
541
[6671]542  if (this->ammoContainer.get() != NULL)
543    this->ammoContainer->fillWeapon(this);
[4885]544  else
545  {
[6671]546    this->energy = this->energyMax;
[4885]547  }
[6444]548  this->updateWidgets();
[4892]549  this->reload();
[4926]550  this->enterState(WS_RELOADING);
[8316]551
552  return true;
[4926]553}
[3575]554
[4926]555/**
556 * enters the requested State, plays back animations updates the timing.
557 * @param state the state to enter.
558 */
559inline void Weapon::enterState(WeaponState state)
560{
[5041]561  PRINTF(4)("ENTERING STATE %s\n", stateToChar(state));
[4926]562  // playing animation if availiable
563  if (likely(this->animation[state] != NULL))
564    this->animation[state]->replay();
565
[6728]566  this->stateDuration += this->times[state];
[4926]567  this->currentState = state;
[3575]568}
569
[4927]570///////////////////
571//  WORLD-ENTITY //
572// FUNCTIONALITY //
573///////////////////
[3575]574/**
[4885]575 * tick signal for time dependent/driven stuff
[3575]576*/
[6736]577bool Weapon::tickW(float dt)
[4885]578{
[4934]579  //printf("%s ", stateToChar(this->currentState));
[4910]580
[4885]581  // setting up the timing properties
582  this->stateDuration -= dt;
[3575]583
[4949]584  if (this->stateDuration <= 0.0)
[4885]585  {
[4949]586    if (unlikely (this->currentState == WS_DEACTIVATING))
[4885]587    {
[4949]588      this->currentState = WS_INACTIVE;
[6736]589      return false;
[4949]590    }
591    else
592      this->currentState = WS_IDLE;
[4906]593
[4949]594    if (this->requestedAction != WA_NONE)
595    {
596      this->stateDuration = -dt;
597      this->execute();
[4885]598    }
599  }
[6736]600  return true;
[4885]601}
602
[3575]603
604
605
[4885]606//////////////////////
607// HELPER FUNCTIONS //
608//////////////////////
[3576]609/**
[4891]610 * checks wether all the Weapons functions are valid, and if it is possible to go to action with it.
[5498]611 * @todo IMPLEMENT the Weapons Check
[4891]612 */
613bool Weapon::check() const
614{
615  bool retVal = true;
616
[6438]617  //  if (this->projectile == NULL)
[4891]618  {
[5041]619    PRINTF(1)("There was no projectile assigned to the Weapon.\n");
[4891]620    retVal = false;
621  }
622
623
624
625
626  return retVal;
627}
628
629/**
[4885]630 * some nice debugging information about this Weapon
631 */
632void Weapon::debug() const
633{
[9406]634  PRINT(0)("Weapon-Debug %s, state: %s (duration: %fs), nextAction: %s\n", this->getCName(), Weapon::stateToChar(this->currentState), this->stateDuration, Weapon::actionToChar(requestedAction));
[6671]635  PRINT(0)("Energy: max: %f; current: %f; chargeMin: %f, chargeMax %f\n",
636           this->energyMax, this->energy, this->minCharge, this->maxCharge);
[4967]637
638
[4885]639}
[3575]640
[5498]641////////////////////////////////////////////////////////
642// static Definitions (transormators for readability) //
643////////////////////////////////////////////////////////
[4885]644/**
645 * Converts a String into an Action.
646 * @param action the String input holding the Action.
647 * @return The Action if known, WA_NONE otherwise.
648 */
[7221]649WeaponAction Weapon::charToAction(const std::string& action)
[4885]650{
[7221]651  if (action == "none")
[4885]652    return WA_NONE;
[7221]653  else if (action == "shoot")
[4885]654    return WA_SHOOT;
[7221]655  else if (action == "charge")
[4885]656    return WA_CHARGE;
[7221]657  else if (action == "reload")
[4885]658    return WA_RELOAD;
[7221]659  else if (action == "acitvate")
[4885]660    return WA_ACTIVATE;
[7221]661  else if (action == "deactivate")
[4885]662    return WA_DEACTIVATE;
[7221]663  else if (action == "special1")
[4885]664    return WA_SPECIAL1;
665  else
[6438]666  {
[7221]667    PRINTF(2)("action %s could not be identified.\n", action.c_str());
[6438]668    return WA_NONE;
669  }
[4885]670}
[3575]671
672/**
[4885]673 * converts an action into a String
674 * @param action the action to convert
675 * @return a String matching the name of the action
676 */
677const char* Weapon::actionToChar(WeaponAction action)
678{
679  switch (action)
680  {
[7350]681    case WA_SHOOT:
682      return "shoot";
683      break;
684    case WA_CHARGE:
685      return "charge";
686      break;
687    case WA_RELOAD:
688      return "reload";
689      break;
690    case WA_ACTIVATE:
691      return "activate";
692      break;
693    case WA_DEACTIVATE:
694      return "deactivate";
695      break;
696    case WA_SPECIAL1:
697      return "special1";
698      break;
699    default:
700      return "none";
701      break;
[4885]702  }
703}
[3577]704
705/**
[4885]706 * Converts a String into a State.
707 * @param state the String input holding the State.
708 * @return The State if known, WS_NONE otherwise.
709 */
[7221]710WeaponState Weapon::charToState(const std::string& state)
[4885]711{
[7221]712  if (state == "none")
[4885]713    return WS_NONE;
[7221]714  else if (state == "shooting")
[4885]715    return WS_SHOOTING;
[7221]716  else if (state == "charging")
[4885]717    return WS_CHARGING;
[7221]718  else if (state == "reloading")
[4885]719    return WS_RELOADING;
[7221]720  else if (state == "activating")
[4885]721    return WS_ACTIVATING;
[7221]722  else if (state == "deactivating")
[4885]723    return WS_DEACTIVATING;
[7221]724  else if (state == "inactive")
[4885]725    return WS_INACTIVE;
[7221]726  else if (state == "idle")
[4885]727    return WS_IDLE;
728  else
[6438]729  {
[7221]730    PRINTF(2)("state %s could not be identified.\n", state.c_str());
[6438]731    return WS_NONE;
732  }
[4885]733}
[3583]734
735/**
[4885]736 * converts a State into a String
737 * @param state the state to convert
738 * @return a String matching the name of the state
739 */
740const char* Weapon::stateToChar(WeaponState state)
741{
742  switch (state)
743  {
[7350]744    case WS_SHOOTING:
745      return "shooting";
746      break;
747    case WS_CHARGING:
748      return "charging";
749      break;
750    case WS_RELOADING:
751      return "reloading";
752      break;
753    case WS_ACTIVATING:
754      return "activating";
755      break;
756    case WS_DEACTIVATING:
757      return "deactivating";
758      break;
759    case WS_IDLE:
760      return "idle";
761      break;
762    case WS_INACTIVE:
763      return "inactive";
764      break;
765    default:
766      return "none";
767      break;
[4885]768  }
769}
Note: See TracBrowser for help on using the repository browser.