[2918] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Martin Polak |
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| 24 | * Fabian 'x3n' Landau |
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| 25 | * Co-authors: |
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| 26 | * ... |
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| 27 | * |
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| 28 | */ |
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| 29 | |
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| 30 | #include "WeaponMode.h" |
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| 31 | |
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| 32 | #include "core/CoreIncludes.h" |
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| 33 | #include "core/XMLPort.h" |
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[6108] | 34 | #include "controllers/Controller.h" |
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| 35 | #include "worldentities/pawns/Pawn.h" |
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[2918] | 36 | |
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| 37 | #include "Munition.h" |
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| 38 | #include "Weapon.h" |
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| 39 | #include "WeaponPack.h" |
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| 40 | #include "WeaponSystem.h" |
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| 41 | |
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| 42 | namespace orxonox |
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| 43 | { |
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| 44 | WeaponMode::WeaponMode(BaseObject* creator) : BaseObject(creator) |
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| 45 | { |
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| 46 | RegisterObject(WeaponMode); |
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| 47 | |
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| 48 | this->weapon_ = 0; |
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| 49 | this->mode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED; |
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| 50 | |
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| 51 | this->munition_ = 0; |
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| 52 | this->initialMunition_ = 0; |
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| 53 | this->initialMagazines_ = 0; |
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| 54 | this->munitionPerShot_ = 1; |
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| 55 | |
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| 56 | this->reloadTime_ = 0.25; |
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| 57 | this->bReloading_ = false; |
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| 58 | this->bAutoReload_ = true; |
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| 59 | this->bParallelReload_ = true; |
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| 60 | |
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[5929] | 61 | this->reloadTimer_.setTimer(0.0f, false, createExecutor(createFunctor(&WeaponMode::reloaded, this))); |
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[2918] | 62 | this->reloadTimer_.stopTimer(); |
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| 63 | |
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| 64 | this->damage_ = 0; |
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[6151] | 65 | |
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[2918] | 66 | this->muzzleOffset_ = Vector3::ZERO; |
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[6151] | 67 | this->muzzlePosition_ = Vector3::ZERO; |
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[6152] | 68 | this->muzzleOrientation_ = Quaternion::IDENTITY; |
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[2918] | 69 | } |
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| 70 | |
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| 71 | WeaponMode::~WeaponMode() |
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| 72 | { |
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| 73 | } |
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| 74 | |
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| 75 | void WeaponMode::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 76 | { |
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| 77 | SUPER(WeaponMode, XMLPort, xmlelement, mode); |
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| 78 | |
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| 79 | XMLPortParam(WeaponMode, "mode", setMode, getMode, xmlelement, mode); |
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| 80 | |
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| 81 | XMLPortParam(WeaponMode, "munitiontype", setMunitionName, getMunitionName, xmlelement, mode); |
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| 82 | XMLPortParam(WeaponMode, "initialmunition", setInitialMunition, getInitialMunition, xmlelement, mode); |
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| 83 | XMLPortParam(WeaponMode, "initialmagazines", setInitialMagazines, getInitialMagazines, xmlelement, mode); |
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| 84 | XMLPortParam(WeaponMode, "munitionpershot", setMunitionPerShot, getMunitionPerShot, xmlelement, mode); |
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| 85 | |
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| 86 | XMLPortParam(WeaponMode, "reloadtime", setReloadTime, getReloadTime, xmlelement, mode); |
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| 87 | XMLPortParam(WeaponMode, "autoreload", setAutoReload, getAutoReload, xmlelement, mode).description("If true, the weapon reloads the magazine automatically"); |
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| 88 | XMLPortParam(WeaponMode, "parallelreload", setParallelReload, getParallelReload, xmlelement, mode).description("If true, the weapon reloads in parallel to the magazine reloading"); |
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| 89 | |
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| 90 | XMLPortParam(WeaponMode, "damage", setDamage, getDamage, xmlelement, mode); |
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| 91 | XMLPortParam(WeaponMode, "muzzleoffset", setMuzzleOffset, getMuzzleOffset, xmlelement, mode); |
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| 92 | } |
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| 93 | |
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| 94 | bool WeaponMode::fire(float* reloadTime) |
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| 95 | { |
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| 96 | (*reloadTime) = this->reloadTime_; |
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| 97 | |
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| 98 | if (!this->bReloading_ && this->munition_ && this->munition_->takeMunition(this->munitionPerShot_, this)) |
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| 99 | { |
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| 100 | float reloadtime = this->reloadTime_; |
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| 101 | |
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| 102 | if (this->bAutoReload_ && this->munition_->needReload(this)) |
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| 103 | { |
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| 104 | if (this->munition_->reload(this)) |
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| 105 | { |
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| 106 | if (!this->bParallelReload_) |
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| 107 | reloadtime += this->munition_->getReloadTime(); |
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| 108 | } |
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| 109 | } |
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| 110 | |
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| 111 | this->bReloading_ = true; |
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| 112 | this->reloadTimer_.setInterval(reloadtime); |
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| 113 | this->reloadTimer_.startTimer(); |
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| 114 | |
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| 115 | this->fire(); |
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| 116 | |
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| 117 | return true; |
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| 118 | } |
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| 119 | else |
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| 120 | { |
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| 121 | return false; |
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| 122 | } |
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| 123 | } |
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| 124 | |
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| 125 | bool WeaponMode::reload() |
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| 126 | { |
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| 127 | if (this->munition_ && this->munition_->reload(this)) |
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| 128 | { |
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| 129 | if (!this->bParallelReload_) |
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| 130 | { |
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| 131 | this->bReloading_ = true; |
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| 132 | this->reloadTimer_.setInterval(this->reloadTime_ + this->munition_->getReloadTime()); |
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| 133 | this->reloadTimer_.startTimer(); |
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| 134 | } |
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| 135 | |
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| 136 | return true; |
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| 137 | } |
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| 138 | |
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| 139 | return false; |
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| 140 | } |
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| 141 | |
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| 142 | void WeaponMode::setMunitionType(Identifier* identifier) |
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| 143 | { |
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| 144 | this->munitionname_ = identifier->getName(); |
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| 145 | this->munitiontype_ = identifier; |
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| 146 | this->updateMunition(); |
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| 147 | } |
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| 148 | |
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| 149 | void WeaponMode::setMunitionName(const std::string& munitionname) |
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| 150 | { |
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| 151 | this->munitionname_ = munitionname; |
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| 152 | this->munitiontype_ = ClassByString(this->munitionname_); |
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| 153 | this->updateMunition(); |
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| 154 | } |
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| 155 | |
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| 156 | void WeaponMode::updateMunition() |
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| 157 | { |
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| 158 | if (this->munitiontype_ && this->weapon_ && this->weapon_->getWeaponPack() && this->weapon_->getWeaponPack()->getWeaponSystem()) |
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| 159 | { |
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| 160 | this->munition_ = this->weapon_->getWeaponPack()->getWeaponSystem()->getMunition(&this->munitiontype_); |
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| 161 | |
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| 162 | if (this->munition_) |
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| 163 | { |
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| 164 | // Add the initial magazines |
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| 165 | this->munition_->addMagazines(this->initialMagazines_); |
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| 166 | |
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| 167 | // Maybe we have to reload (if this munition is used the first time or if there weren't any magazines available before) |
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| 168 | if (this->munition_->needReload(this)) |
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| 169 | this->munition_->reload(this, false); |
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| 170 | |
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| 171 | // Add the initial munition |
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| 172 | if (this->initialMunition_ > 0 && this->munition_->getNumMunitionInCurrentMagazine(this) == this->munition_->getMaxMunitionPerMagazine()) |
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| 173 | { |
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| 174 | // The current magazine is still full, so let's just add another magazine to |
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| 175 | // the stack and reduce the current magazine to the given amount of munition |
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| 176 | |
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| 177 | unsigned int initialmunition = this->initialMunition_; |
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| 178 | if (initialmunition > this->munition_->getMaxMunitionPerMagazine()) |
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| 179 | initialmunition = this->munition_->getMaxMunitionPerMagazine(); |
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| 180 | |
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| 181 | this->munition_->takeMunition(this->munition_->getMaxMunitionPerMagazine() - initialmunition, this); |
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| 182 | this->munition_->addMagazines(1); |
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| 183 | } |
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| 184 | else |
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| 185 | { |
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| 186 | // The current magazine isn't full, add the munition directly |
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| 187 | |
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| 188 | this->munition_->addMunition(this->initialMunition_); |
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| 189 | } |
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| 190 | } |
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| 191 | } |
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| 192 | else |
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| 193 | this->munition_ = 0; |
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| 194 | } |
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| 195 | |
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| 196 | void WeaponMode::reloaded() |
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| 197 | { |
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| 198 | this->bReloading_ = false; |
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| 199 | } |
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| 200 | |
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[6150] | 201 | void WeaponMode::computeMuzzleParameters(const Vector3& target) |
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[2918] | 202 | { |
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| 203 | if (this->weapon_) |
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[6108] | 204 | { |
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| 205 | this->muzzlePosition_ = this->weapon_->getWorldPosition() + this->weapon_->getWorldOrientation() * this->muzzleOffset_; |
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[2918] | 206 | |
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[6111] | 207 | Vector3 muzzleDirection; |
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[6150] | 208 | muzzleDirection = target - this->muzzlePosition_; |
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[6111] | 209 | // COUT(0) << "muzzleDirection " << muzzleDirection << endl; |
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| 210 | this->muzzleOrientation_ = (this->weapon_->getWorldOrientation() * WorldEntity::FRONT).getRotationTo(muzzleDirection) * this->weapon_->getWorldOrientation(); |
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[6108] | 211 | } |
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[2918] | 212 | else |
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[6108] | 213 | { |
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| 214 | this->muzzlePosition_ = this->muzzleOffset_; |
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| 215 | this->muzzleOrientation_ = Quaternion::IDENTITY; |
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| 216 | } |
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[2918] | 217 | } |
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| 218 | |
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| 219 | Vector3 WeaponMode::getMuzzleDirection() const |
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| 220 | { |
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| 221 | if (this->weapon_) |
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[6108] | 222 | return (this->getMuzzleOrientation() * WorldEntity::FRONT); |
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[2918] | 223 | else |
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| 224 | return WorldEntity::FRONT; |
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| 225 | } |
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| 226 | } |
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