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source: orxonox.OLD/trunk/src/world_entities/weapons/weapon.cc @ 5362

Last change on this file since 5362 was 5357, checked in by bensch, 19 years ago

orxonox/trunk: some minor cleanup, of the mess i made with AutoMake-sh

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