/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Martin Polak * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "WeaponMode.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "controllers/Controller.h" #include "worldentities/pawns/Pawn.h" #include "Munition.h" #include "Weapon.h" #include "WeaponPack.h" #include "WeaponSystem.h" namespace orxonox { WeaponMode::WeaponMode(BaseObject* creator) : BaseObject(creator) { RegisterObject(WeaponMode); this->weapon_ = 0; this->mode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED; this->munition_ = 0; this->initialMunition_ = 0; this->initialMagazines_ = 0; this->munitionPerShot_ = 1; this->reloadTime_ = 0.25; this->bReloading_ = false; this->bAutoReload_ = true; this->bParallelReload_ = true; this->reloadTimer_.setTimer(0.0f, false, createExecutor(createFunctor(&WeaponMode::reloaded, this))); this->reloadTimer_.stopTimer(); this->damage_ = 0; this->muzzleOffset_ = Vector3::ZERO; } WeaponMode::~WeaponMode() { } void WeaponMode::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(WeaponMode, XMLPort, xmlelement, mode); XMLPortParam(WeaponMode, "mode", setMode, getMode, xmlelement, mode); XMLPortParam(WeaponMode, "munitiontype", setMunitionName, getMunitionName, xmlelement, mode); XMLPortParam(WeaponMode, "initialmunition", setInitialMunition, getInitialMunition, xmlelement, mode); XMLPortParam(WeaponMode, "initialmagazines", setInitialMagazines, getInitialMagazines, xmlelement, mode); XMLPortParam(WeaponMode, "munitionpershot", setMunitionPerShot, getMunitionPerShot, xmlelement, mode); XMLPortParam(WeaponMode, "reloadtime", setReloadTime, getReloadTime, xmlelement, mode); XMLPortParam(WeaponMode, "autoreload", setAutoReload, getAutoReload, xmlelement, mode).description("If true, the weapon reloads the magazine automatically"); XMLPortParam(WeaponMode, "parallelreload", setParallelReload, getParallelReload, xmlelement, mode).description("If true, the weapon reloads in parallel to the magazine reloading"); XMLPortParam(WeaponMode, "damage", setDamage, getDamage, xmlelement, mode); XMLPortParam(WeaponMode, "muzzleoffset", setMuzzleOffset, getMuzzleOffset, xmlelement, mode); } bool WeaponMode::fire(float* reloadTime) { (*reloadTime) = this->reloadTime_; if (!this->bReloading_ && this->munition_ && this->munition_->takeMunition(this->munitionPerShot_, this)) { float reloadtime = this->reloadTime_; if (this->bAutoReload_ && this->munition_->needReload(this)) { if (this->munition_->reload(this)) { if (!this->bParallelReload_) reloadtime += this->munition_->getReloadTime(); } } this->bReloading_ = true; this->reloadTimer_.setInterval(reloadtime); this->reloadTimer_.startTimer(); this->fire(); return true; } else { return false; } } bool WeaponMode::reload() { if (this->munition_ && this->munition_->reload(this)) { if (!this->bParallelReload_) { this->bReloading_ = true; this->reloadTimer_.setInterval(this->reloadTime_ + this->munition_->getReloadTime()); this->reloadTimer_.startTimer(); } return true; } return false; } void WeaponMode::setMunitionType(Identifier* identifier) { this->munitionname_ = identifier->getName(); this->munitiontype_ = identifier; this->updateMunition(); } void WeaponMode::setMunitionName(const std::string& munitionname) { this->munitionname_ = munitionname; this->munitiontype_ = ClassByString(this->munitionname_); this->updateMunition(); } void WeaponMode::updateMunition() { if (this->munitiontype_ && this->weapon_ && this->weapon_->getWeaponPack() && this->weapon_->getWeaponPack()->getWeaponSystem()) { this->munition_ = this->weapon_->getWeaponPack()->getWeaponSystem()->getMunition(&this->munitiontype_); if (this->munition_) { // Add the initial magazines this->munition_->addMagazines(this->initialMagazines_); // Maybe we have to reload (if this munition is used the first time or if there weren't any magazines available before) if (this->munition_->needReload(this)) this->munition_->reload(this, false); // Add the initial munition if (this->initialMunition_ > 0 && this->munition_->getNumMunitionInCurrentMagazine(this) == this->munition_->getMaxMunitionPerMagazine()) { // The current magazine is still full, so let's just add another magazine to // the stack and reduce the current magazine to the given amount of munition unsigned int initialmunition = this->initialMunition_; if (initialmunition > this->munition_->getMaxMunitionPerMagazine()) initialmunition = this->munition_->getMaxMunitionPerMagazine(); this->munition_->takeMunition(this->munition_->getMaxMunitionPerMagazine() - initialmunition, this); this->munition_->addMagazines(1); } else { // The current magazine isn't full, add the munition directly this->munition_->addMunition(this->initialMunition_); } } } else this->munition_ = 0; } void WeaponMode::reloaded() { this->bReloading_ = false; } void WeaponMode::computeMuzzleParameters() { if (this->weapon_) { this->muzzlePosition_ = this->weapon_->getWorldPosition() + this->weapon_->getWorldOrientation() * this->muzzleOffset_; Controller* controller = this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getController(); if (controller->canFindTarget()) { Vector3 muzzleDirection(controller->getTarget() - this->muzzlePosition_); this->muzzleOrientation_ = (this->weapon_->getWorldOrientation() * WorldEntity::FRONT).getRotationTo(muzzleDirection) * this->weapon_->getWorldOrientation(); } else this->muzzleOrientation_ = this->weapon_->getWorldOrientation(); } else { this->muzzlePosition_ = this->muzzleOffset_; this->muzzleOrientation_ = Quaternion::IDENTITY; } } Vector3 WeaponMode::getMuzzleDirection() const { if (this->weapon_) return (this->getMuzzleOrientation() * WorldEntity::FRONT); else return WorldEntity::FRONT; } }