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source: code/branches/core5/src/orxonox/weaponsystem/WeaponMode.cc @ 5962

Last change on this file since 5962 was 5831, checked in by landauf, 15 years ago

Realized Timer doesn't have to be a template, hence merged TimerBase, Timer and StaticTimer.
Removed the object pointer from Timer for memberfunctions, use createFunctor(f, object) instead.

  • Property svn:eol-style set to native
File size: 7.5 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Martin Polak
24 *      Fabian 'x3n' Landau
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30#include "WeaponMode.h"
31
32#include "core/CoreIncludes.h"
33#include "core/XMLPort.h"
34
35#include "Munition.h"
36#include "Weapon.h"
37#include "WeaponPack.h"
38#include "WeaponSystem.h"
39
40namespace orxonox
41{
42    WeaponMode::WeaponMode(BaseObject* creator) : BaseObject(creator)
43    {
44        RegisterObject(WeaponMode);
45
46        this->weapon_ = 0;
47        this->mode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED;
48
49        this->munition_ = 0;
50        this->initialMunition_ = 0;
51        this->initialMagazines_ = 0;
52        this->munitionPerShot_ = 1;
53
54        this->reloadTime_ = 0.25;
55        this->bReloading_ = false;
56        this->bAutoReload_ = true;
57        this->bParallelReload_ = true;
58
59        this->reloadTimer_.setTimer(0.0f, false, createExecutor(createFunctor(&WeaponMode::reloaded, this)));
60        this->reloadTimer_.stopTimer();
61
62        this->damage_ = 0;
63        this->muzzleOffset_ = Vector3::ZERO;
64    }
65
66    WeaponMode::~WeaponMode()
67    {
68    }
69
70    void WeaponMode::XMLPort(Element& xmlelement, XMLPort::Mode mode)
71    {
72        SUPER(WeaponMode, XMLPort, xmlelement, mode);
73
74        XMLPortParam(WeaponMode, "mode",             setMode,             getMode,             xmlelement, mode);
75
76        XMLPortParam(WeaponMode, "munitiontype",     setMunitionName,     getMunitionName,     xmlelement, mode);
77        XMLPortParam(WeaponMode, "initialmunition",  setInitialMunition,  getInitialMunition,  xmlelement, mode);
78        XMLPortParam(WeaponMode, "initialmagazines", setInitialMagazines, getInitialMagazines, xmlelement, mode);
79        XMLPortParam(WeaponMode, "munitionpershot",  setMunitionPerShot,  getMunitionPerShot,  xmlelement, mode);
80
81        XMLPortParam(WeaponMode, "reloadtime",       setReloadTime,       getReloadTime,       xmlelement, mode);
82        XMLPortParam(WeaponMode, "autoreload",       setAutoReload,       getAutoReload,       xmlelement, mode).description("If true, the weapon reloads the magazine automatically");
83        XMLPortParam(WeaponMode, "parallelreload",   setParallelReload,   getParallelReload,   xmlelement, mode).description("If true, the weapon reloads in parallel to the magazine reloading");
84
85        XMLPortParam(WeaponMode, "damage",           setDamage,           getDamage,           xmlelement, mode);
86        XMLPortParam(WeaponMode, "muzzleoffset",     setMuzzleOffset,     getMuzzleOffset,     xmlelement, mode);
87    }
88
89    bool WeaponMode::fire(float* reloadTime)
90    {
91        (*reloadTime) = this->reloadTime_;
92
93        if (!this->bReloading_ && this->munition_ && this->munition_->takeMunition(this->munitionPerShot_, this))
94        {
95            float reloadtime = this->reloadTime_;
96
97            if (this->bAutoReload_ && this->munition_->needReload(this))
98            {
99                if (this->munition_->reload(this))
100                {
101                    if (!this->bParallelReload_)
102                        reloadtime += this->munition_->getReloadTime();
103                }
104            }
105
106            this->bReloading_ = true;
107            this->reloadTimer_.setInterval(reloadtime);
108            this->reloadTimer_.startTimer();
109
110            this->fire();
111
112            return true;
113        }
114        else
115        {
116            return false;
117        }
118    }
119
120    bool WeaponMode::reload()
121    {
122        if (this->munition_ && this->munition_->reload(this))
123        {
124            if (!this->bParallelReload_)
125            {
126                this->bReloading_ = true;
127                this->reloadTimer_.setInterval(this->reloadTime_ + this->munition_->getReloadTime());
128                this->reloadTimer_.startTimer();
129            }
130
131            return true;
132        }
133
134        return false;
135    }
136
137    void WeaponMode::setMunitionType(Identifier* identifier)
138    {
139        this->munitionname_ = identifier->getName();
140        this->munitiontype_ = identifier;
141        this->updateMunition();
142    }
143
144    void WeaponMode::setMunitionName(const std::string& munitionname)
145    {
146        this->munitionname_ = munitionname;
147        this->munitiontype_ = ClassByString(this->munitionname_);
148        this->updateMunition();
149    }
150
151    void WeaponMode::updateMunition()
152    {
153        if (this->munitiontype_ && this->weapon_ && this->weapon_->getWeaponPack() && this->weapon_->getWeaponPack()->getWeaponSystem())
154        {
155            this->munition_ = this->weapon_->getWeaponPack()->getWeaponSystem()->getMunition(&this->munitiontype_);
156
157            if (this->munition_)
158            {
159                // Add the initial magazines
160                this->munition_->addMagazines(this->initialMagazines_);
161
162                // Maybe we have to reload (if this munition is used the first time or if there weren't any magazines available before)
163                if (this->munition_->needReload(this))
164                    this->munition_->reload(this, false);
165
166                // Add the initial munition
167                if (this->initialMunition_ > 0 && this->munition_->getNumMunitionInCurrentMagazine(this) == this->munition_->getMaxMunitionPerMagazine())
168                {
169                    // The current magazine is still full, so let's just add another magazine to
170                    // the stack and reduce the current magazine to the given amount of munition
171
172                    unsigned int initialmunition = this->initialMunition_;
173                    if (initialmunition > this->munition_->getMaxMunitionPerMagazine())
174                        initialmunition = this->munition_->getMaxMunitionPerMagazine();
175
176                    this->munition_->takeMunition(this->munition_->getMaxMunitionPerMagazine() - initialmunition, this);
177                    this->munition_->addMagazines(1);
178                }
179                else
180                {
181                    // The current magazine isn't full, add the munition directly
182
183                    this->munition_->addMunition(this->initialMunition_);
184                }
185            }
186        }
187        else
188            this->munition_ = 0;
189    }
190
191    void WeaponMode::reloaded()
192    {
193        this->bReloading_ = false;
194    }
195
196    Vector3 WeaponMode::getMuzzlePosition() const
197    {
198        if (this->weapon_)
199            return (this->weapon_->getWorldPosition() + this->weapon_->getWorldOrientation() * this->muzzleOffset_);
200        else
201            return this->muzzleOffset_;
202    }
203
204    const Quaternion& WeaponMode::getMuzzleOrientation() const
205    {
206        if (this->weapon_)
207            return this->weapon_->getWorldOrientation();
208        else
209            return Quaternion::IDENTITY;
210    }
211
212    Vector3 WeaponMode::getMuzzleDirection() const
213    {
214        if (this->weapon_)
215            return (this->weapon_->getWorldOrientation() * WorldEntity::FRONT);
216        else
217            return WorldEntity::FRONT;
218    }
219}
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