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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34 | #include "controllers/Controller.h" |
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35 | #include "worldentities/pawns/Pawn.h" |
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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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61 | this->reloadTimer_.setTimer(0.0f, false, createExecutor(createFunctor(&WeaponMode::reloaded, this))); |
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62 | this->reloadTimer_.stopTimer(); |
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63 | |
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64 | this->damage_ = 0; |
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65 | |
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66 | this->muzzleOffset_ = Vector3::ZERO; |
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67 | this->muzzlePosition_ = Vector3::ZERO; |
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68 | this->muzzleOrientation_ = Quaternion::IDENTITY; |
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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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201 | void WeaponMode::computeMuzzleParameters(const Vector3& target) |
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202 | { |
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203 | if (this->weapon_) |
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204 | { |
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205 | this->muzzlePosition_ = this->weapon_->getWorldPosition() + this->weapon_->getWorldOrientation() * this->muzzleOffset_; |
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206 | |
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207 | Vector3 muzzleDirection; |
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208 | muzzleDirection = target - this->muzzlePosition_; |
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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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211 | } |
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212 | else |
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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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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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222 | return (this->getMuzzleOrientation() * WorldEntity::FRONT); |
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223 | else |
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224 | return WorldEntity::FRONT; |
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225 | } |
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226 | } |
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