[2918] | 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" |
---|
[6417] | 34 | #include "controllers/Controller.h" |
---|
| 35 | #include "worldentities/pawns/Pawn.h" |
---|
[2918] | 36 | |
---|
| 37 | #include "Munition.h" |
---|
| 38 | #include "Weapon.h" |
---|
| 39 | #include "WeaponPack.h" |
---|
| 40 | #include "WeaponSystem.h" |
---|
[6417] | 41 | #include "WeaponSlot.h" |
---|
[2918] | 42 | |
---|
[6417] | 43 | #include "sound/WorldSound.h" |
---|
| 44 | |
---|
[2918] | 45 | namespace orxonox |
---|
| 46 | { |
---|
[10624] | 47 | RegisterAbstractClass(WeaponMode).inheritsFrom<BaseObject>(); |
---|
[9667] | 48 | |
---|
| 49 | WeaponMode::WeaponMode(Context* context) : BaseObject(context) |
---|
[2918] | 50 | { |
---|
| 51 | RegisterObject(WeaponMode); |
---|
| 52 | |
---|
[10768] | 53 | this->weapon_ = nullptr; |
---|
[2918] | 54 | this->mode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED; |
---|
| 55 | |
---|
[10768] | 56 | this->munition_ = nullptr; |
---|
[2918] | 57 | this->initialMunition_ = 0; |
---|
| 58 | this->initialMagazines_ = 0; |
---|
| 59 | this->munitionPerShot_ = 1; |
---|
| 60 | |
---|
| 61 | this->reloadTime_ = 0.25; |
---|
| 62 | this->bReloading_ = false; |
---|
| 63 | this->bAutoReload_ = true; |
---|
| 64 | this->bParallelReload_ = true; |
---|
| 65 | |
---|
[5929] | 66 | this->reloadTimer_.setTimer(0.0f, false, createExecutor(createFunctor(&WeaponMode::reloaded, this))); |
---|
[2918] | 67 | this->reloadTimer_.stopTimer(); |
---|
| 68 | |
---|
| 69 | this->damage_ = 0; |
---|
[8706] | 70 | this->healthdamage_ = 0; |
---|
| 71 | this->shielddamage_ = 0; |
---|
[6417] | 72 | |
---|
[2918] | 73 | this->muzzleOffset_ = Vector3::ZERO; |
---|
[6417] | 74 | this->muzzlePosition_ = Vector3::ZERO; |
---|
| 75 | this->muzzleOrientation_ = Quaternion::IDENTITY; |
---|
| 76 | |
---|
| 77 | if( GameMode::isMaster() ) |
---|
| 78 | { |
---|
[9667] | 79 | this->defSndWpnFire_ = new WorldSound(this->getContext()); |
---|
[6417] | 80 | this->defSndWpnFire_->setLooping(false); |
---|
[9939] | 81 | this->defSndWpnFire_->setVolume(0.8f); |
---|
[6417] | 82 | this->bSoundAttached_ = false; |
---|
| 83 | } |
---|
| 84 | else |
---|
| 85 | this->defSndWpnFire_ = 0; |
---|
[2918] | 86 | } |
---|
| 87 | |
---|
| 88 | WeaponMode::~WeaponMode() |
---|
| 89 | { |
---|
[6417] | 90 | if (this->isInitialized()) |
---|
| 91 | { |
---|
| 92 | if (this->defSndWpnFire_) |
---|
| 93 | this->defSndWpnFire_->destroy(); |
---|
| 94 | } |
---|
[2918] | 95 | } |
---|
| 96 | |
---|
| 97 | void WeaponMode::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
---|
| 98 | { |
---|
| 99 | SUPER(WeaponMode, XMLPort, xmlelement, mode); |
---|
| 100 | |
---|
| 101 | XMLPortParam(WeaponMode, "mode", setMode, getMode, xmlelement, mode); |
---|
| 102 | |
---|
| 103 | XMLPortParam(WeaponMode, "munitiontype", setMunitionName, getMunitionName, xmlelement, mode); |
---|
| 104 | XMLPortParam(WeaponMode, "initialmunition", setInitialMunition, getInitialMunition, xmlelement, mode); |
---|
| 105 | XMLPortParam(WeaponMode, "initialmagazines", setInitialMagazines, getInitialMagazines, xmlelement, mode); |
---|
| 106 | XMLPortParam(WeaponMode, "munitionpershot", setMunitionPerShot, getMunitionPerShot, xmlelement, mode); |
---|
| 107 | |
---|
| 108 | XMLPortParam(WeaponMode, "reloadtime", setReloadTime, getReloadTime, xmlelement, mode); |
---|
| 109 | XMLPortParam(WeaponMode, "autoreload", setAutoReload, getAutoReload, xmlelement, mode).description("If true, the weapon reloads the magazine automatically"); |
---|
| 110 | XMLPortParam(WeaponMode, "parallelreload", setParallelReload, getParallelReload, xmlelement, mode).description("If true, the weapon reloads in parallel to the magazine reloading"); |
---|
| 111 | |
---|
| 112 | XMLPortParam(WeaponMode, "damage", setDamage, getDamage, xmlelement, mode); |
---|
[8706] | 113 | XMLPortParam(WeaponMode, "healthdamage", setHealthDamage, getHealthDamage, xmlelement, mode); |
---|
| 114 | XMLPortParam(WeaponMode, "shielddamage", setShieldDamage, getShieldDamage, xmlelement, mode); |
---|
[2918] | 115 | XMLPortParam(WeaponMode, "muzzleoffset", setMuzzleOffset, getMuzzleOffset, xmlelement, mode); |
---|
| 116 | } |
---|
| 117 | |
---|
| 118 | bool WeaponMode::fire(float* reloadTime) |
---|
| 119 | { |
---|
| 120 | (*reloadTime) = this->reloadTime_; |
---|
[6417] | 121 | if( !this->bSoundAttached_ && GameMode::isMaster() ) |
---|
| 122 | { |
---|
| 123 | assert(this->getWeapon()); |
---|
| 124 | this->getWeapon()->attach(this->defSndWpnFire_); |
---|
| 125 | this->bSoundAttached_ = true; |
---|
| 126 | } |
---|
[2918] | 127 | |
---|
| 128 | if (!this->bReloading_ && this->munition_ && this->munition_->takeMunition(this->munitionPerShot_, this)) |
---|
| 129 | { |
---|
[10650] | 130 | float tempReloadtime = this->reloadTime_; |
---|
[2918] | 131 | |
---|
| 132 | if (this->bAutoReload_ && this->munition_->needReload(this)) |
---|
| 133 | { |
---|
| 134 | if (this->munition_->reload(this)) |
---|
| 135 | { |
---|
[7847] | 136 | if (this->bParallelReload_) |
---|
[10650] | 137 | tempReloadtime = std::max(this->reloadTime_, this->munition_->getReloadTime()); |
---|
[7847] | 138 | else |
---|
[10650] | 139 | tempReloadtime = this->reloadTime_ + this->munition_->getReloadTime(); |
---|
[2918] | 140 | } |
---|
| 141 | } |
---|
| 142 | |
---|
| 143 | this->bReloading_ = true; |
---|
[10650] | 144 | this->reloadTimer_.setInterval(tempReloadtime); |
---|
[2918] | 145 | this->reloadTimer_.startTimer(); |
---|
| 146 | |
---|
[6417] | 147 | if( this->defSndWpnFire_ && !(this->defSndWpnFire_->isPlaying())) |
---|
| 148 | { |
---|
| 149 | this->defSndWpnFire_->play(); |
---|
| 150 | } |
---|
| 151 | |
---|
[2918] | 152 | this->fire(); |
---|
| 153 | |
---|
| 154 | return true; |
---|
| 155 | } |
---|
| 156 | else |
---|
| 157 | { |
---|
| 158 | return false; |
---|
| 159 | } |
---|
| 160 | } |
---|
| 161 | |
---|
| 162 | bool WeaponMode::reload() |
---|
| 163 | { |
---|
| 164 | if (this->munition_ && this->munition_->reload(this)) |
---|
| 165 | { |
---|
| 166 | if (!this->bParallelReload_) |
---|
| 167 | { |
---|
| 168 | this->bReloading_ = true; |
---|
| 169 | this->reloadTimer_.setInterval(this->reloadTime_ + this->munition_->getReloadTime()); |
---|
| 170 | this->reloadTimer_.startTimer(); |
---|
| 171 | } |
---|
| 172 | |
---|
| 173 | return true; |
---|
| 174 | } |
---|
| 175 | |
---|
| 176 | return false; |
---|
| 177 | } |
---|
| 178 | |
---|
| 179 | void WeaponMode::setMunitionType(Identifier* identifier) |
---|
| 180 | { |
---|
| 181 | this->munitionname_ = identifier->getName(); |
---|
| 182 | this->munitiontype_ = identifier; |
---|
| 183 | this->updateMunition(); |
---|
| 184 | } |
---|
| 185 | |
---|
| 186 | void WeaponMode::setMunitionName(const std::string& munitionname) |
---|
| 187 | { |
---|
| 188 | this->munitionname_ = munitionname; |
---|
[6417] | 189 | Identifier* identifier = ClassByString(this->munitionname_); |
---|
| 190 | if (identifier) |
---|
| 191 | this->munitiontype_ = identifier; |
---|
| 192 | else |
---|
[8858] | 193 | orxout(internal_warning) << "No munition class defined in WeaponMode " << this->getName() << endl; |
---|
[2918] | 194 | this->updateMunition(); |
---|
| 195 | } |
---|
| 196 | |
---|
| 197 | void WeaponMode::updateMunition() |
---|
| 198 | { |
---|
| 199 | if (this->munitiontype_ && this->weapon_ && this->weapon_->getWeaponPack() && this->weapon_->getWeaponPack()->getWeaponSystem()) |
---|
| 200 | { |
---|
| 201 | this->munition_ = this->weapon_->getWeaponPack()->getWeaponSystem()->getMunition(&this->munitiontype_); |
---|
| 202 | |
---|
| 203 | if (this->munition_) |
---|
| 204 | { |
---|
| 205 | // Add the initial magazines |
---|
| 206 | this->munition_->addMagazines(this->initialMagazines_); |
---|
| 207 | |
---|
| 208 | // Maybe we have to reload (if this munition is used the first time or if there weren't any magazines available before) |
---|
| 209 | if (this->munition_->needReload(this)) |
---|
| 210 | this->munition_->reload(this, false); |
---|
| 211 | |
---|
| 212 | // Add the initial munition |
---|
| 213 | if (this->initialMunition_ > 0 && this->munition_->getNumMunitionInCurrentMagazine(this) == this->munition_->getMaxMunitionPerMagazine()) |
---|
| 214 | { |
---|
| 215 | // The current magazine is still full, so let's just add another magazine to |
---|
| 216 | // the stack and reduce the current magazine to the given amount of munition |
---|
| 217 | |
---|
| 218 | unsigned int initialmunition = this->initialMunition_; |
---|
| 219 | if (initialmunition > this->munition_->getMaxMunitionPerMagazine()) |
---|
| 220 | initialmunition = this->munition_->getMaxMunitionPerMagazine(); |
---|
| 221 | |
---|
| 222 | this->munition_->takeMunition(this->munition_->getMaxMunitionPerMagazine() - initialmunition, this); |
---|
| 223 | this->munition_->addMagazines(1); |
---|
| 224 | } |
---|
| 225 | else |
---|
| 226 | { |
---|
| 227 | // The current magazine isn't full, add the munition directly |
---|
| 228 | |
---|
| 229 | this->munition_->addMunition(this->initialMunition_); |
---|
| 230 | } |
---|
| 231 | } |
---|
| 232 | } |
---|
| 233 | else |
---|
[10768] | 234 | this->munition_ = nullptr; |
---|
[2918] | 235 | } |
---|
| 236 | |
---|
| 237 | void WeaponMode::reloaded() |
---|
| 238 | { |
---|
[6417] | 239 | if( this->defSndWpnFire_ && this->defSndWpnFire_->isPlaying()) |
---|
| 240 | { |
---|
| 241 | this->defSndWpnFire_->stop(); |
---|
| 242 | } |
---|
[2918] | 243 | this->bReloading_ = false; |
---|
| 244 | } |
---|
| 245 | |
---|
[6417] | 246 | void WeaponMode::computeMuzzleParameters(const Vector3& target) |
---|
[2918] | 247 | { |
---|
| 248 | if (this->weapon_) |
---|
[6417] | 249 | { |
---|
| 250 | this->muzzlePosition_ = this->weapon_->getWorldPosition() + this->weapon_->getWorldOrientation() * this->muzzleOffset_; |
---|
| 251 | |
---|
| 252 | Vector3 muzzleDirection; |
---|
| 253 | muzzleDirection = target - this->muzzlePosition_; |
---|
| 254 | this->muzzleOrientation_ = (this->weapon_->getWorldOrientation() * WorldEntity::FRONT).getRotationTo(muzzleDirection) * this->weapon_->getWorldOrientation(); |
---|
| 255 | } |
---|
[2918] | 256 | else |
---|
[6417] | 257 | { |
---|
| 258 | this->muzzlePosition_ = this->muzzleOffset_; |
---|
| 259 | this->muzzleOrientation_ = Quaternion::IDENTITY; |
---|
| 260 | } |
---|
[2918] | 261 | } |
---|
| 262 | |
---|
[6417] | 263 | Vector3 WeaponMode::getMuzzleDirection() const |
---|
[2918] | 264 | { |
---|
| 265 | if (this->weapon_) |
---|
[6417] | 266 | return (this->getMuzzleOrientation() * WorldEntity::FRONT); |
---|
[2918] | 267 | else |
---|
[6417] | 268 | return WorldEntity::FRONT; |
---|
[2918] | 269 | } |
---|
| 270 | |
---|
[6417] | 271 | void WeaponMode::setDefaultSound(const std::string& soundPath) |
---|
[2918] | 272 | { |
---|
[6417] | 273 | if( this->defSndWpnFire_ ) |
---|
| 274 | this->defSndWpnFire_->setSource(soundPath); |
---|
| 275 | } |
---|
| 276 | |
---|
| 277 | const std::string& WeaponMode::getDefaultSound() |
---|
| 278 | { |
---|
| 279 | if( this->defSndWpnFire_ ) |
---|
| 280 | return this->defSndWpnFire_->getSource(); |
---|
[2918] | 281 | else |
---|
[6417] | 282 | return BLANKSTRING; |
---|
[2918] | 283 | } |
---|
[7163] | 284 | |
---|
| 285 | void WeaponMode::setDefaultSoundWithVolume(const std::string& soundPath, const float soundVolume){ |
---|
| 286 | if (this->defSndWpnFire_) { |
---|
| 287 | this->defSndWpnFire_->setSource(soundPath); |
---|
| 288 | this->defSndWpnFire_->setVolume(soundVolume); |
---|
| 289 | } |
---|
| 290 | } |
---|
| 291 | |
---|
[2918] | 292 | } |
---|