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