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source: code/branches/weapons/src/orxonox/objects/weaponsystem/WeaponMode.cc @ 3050

Last change on this file since 3050 was 2924, checked in by landauf, 16 years ago

fixed a small bug concerning the muzzle offset. it makes much more sense now.

  • Property svn:eol-style set to native
File size: 7.6 KB
RevLine 
[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 "OrxonoxStableHeaders.h"
31#include "WeaponMode.h"
32
33#include "core/CoreIncludes.h"
34#include "core/XMLPort.h"
35
36#include "Munition.h"
37#include "Weapon.h"
38#include "WeaponPack.h"
39#include "WeaponSystem.h"
40
41namespace orxonox
42{
43    WeaponMode::WeaponMode(BaseObject* creator) : BaseObject(creator)
44    {
45        RegisterObject(WeaponMode);
46
47        this->weapon_ = 0;
48        this->mode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED;
49
50        this->munition_ = 0;
51        this->initialMunition_ = 0;
52        this->initialMagazines_ = 0;
53        this->munitionPerShot_ = 1;
54
55        this->reloadTime_ = 0.25;
56        this->bReloading_ = false;
57        this->bAutoReload_ = true;
58        this->bParallelReload_ = true;
59
60        this->reloadTimer_.setTimer(0.0f, false, this, createExecutor(createFunctor(&WeaponMode::reloaded)));
61        this->reloadTimer_.stopTimer();
62
63        this->damage_ = 0;
64        this->muzzleOffset_ = Vector3::ZERO;
65    }
66
67    WeaponMode::~WeaponMode()
68    {
69    }
70
71    void WeaponMode::XMLPort(Element& xmlelement, XMLPort::Mode mode)
72    {
73        SUPER(WeaponMode, XMLPort, xmlelement, mode);
74
75        XMLPortParam(WeaponMode, "mode",             setMode,             getMode,             xmlelement, mode);
76
77        XMLPortParam(WeaponMode, "munitiontype",     setMunitionName,     getMunitionName,     xmlelement, mode);
78        XMLPortParam(WeaponMode, "initialmunition",  setInitialMunition,  getInitialMunition,  xmlelement, mode);
79        XMLPortParam(WeaponMode, "initialmagazines", setInitialMagazines, getInitialMagazines, xmlelement, mode);
80        XMLPortParam(WeaponMode, "munitionpershot",  setMunitionPerShot,  getMunitionPerShot,  xmlelement, mode);
81
82        XMLPortParam(WeaponMode, "reloadtime",       setReloadTime,       getReloadTime,       xmlelement, mode);
83        XMLPortParam(WeaponMode, "autoreload",       setAutoReload,       getAutoReload,       xmlelement, mode).description("If true, the weapon reloads the magazine automatically");
84        XMLPortParam(WeaponMode, "parallelreload",   setParallelReload,   getParallelReload,   xmlelement, mode).description("If true, the weapon reloads in parallel to the magazine reloading");
85
86        XMLPortParam(WeaponMode, "damage",           setDamage,           getDamage,           xmlelement, mode);
87        XMLPortParam(WeaponMode, "muzzleoffset",     setMuzzleOffset,     getMuzzleOffset,     xmlelement, mode);
88    }
89
90    bool WeaponMode::fire(float* reloadTime)
91    {
92        (*reloadTime) = this->reloadTime_;
93
94        if (!this->bReloading_ && this->munition_ && this->munition_->takeMunition(this->munitionPerShot_, this))
95        {
96            float reloadtime = this->reloadTime_;
97
98            if (this->bAutoReload_ && this->munition_->needReload(this))
99            {
100                if (this->munition_->reload(this))
101                {
102                    if (!this->bParallelReload_)
103                        reloadtime += this->munition_->getReloadTime();
104                }
105            }
106
107            this->bReloading_ = true;
108            this->reloadTimer_.setInterval(reloadtime);
109            this->reloadTimer_.startTimer();
110
111            this->fire();
112
113            return true;
114        }
115        else
116        {
117            return false;
118        }
119    }
120
121    bool WeaponMode::reload()
122    {
123        if (this->munition_ && this->munition_->reload(this))
124        {
125            if (!this->bParallelReload_)
126            {
127                this->bReloading_ = true;
128                this->reloadTimer_.setInterval(this->reloadTime_ + this->munition_->getReloadTime());
129                this->reloadTimer_.startTimer();
130            }
131
132            return true;
133        }
134
135        return false;
136    }
137
138    void WeaponMode::setMunitionType(Identifier* identifier)
139    {
140        this->munitionname_ = identifier->getName();
141        this->munitiontype_ = identifier;
142        this->updateMunition();
143    }
144
145    void WeaponMode::setMunitionName(const std::string& munitionname)
146    {
147        this->munitionname_ = munitionname;
148        this->munitiontype_ = ClassByString(this->munitionname_);
149        this->updateMunition();
150    }
151
152    void WeaponMode::updateMunition()
153    {
154        if (this->munitiontype_ && this->weapon_ && this->weapon_->getWeaponPack() && this->weapon_->getWeaponPack()->getWeaponSystem())
155        {
156            this->munition_ = this->weapon_->getWeaponPack()->getWeaponSystem()->getMunition(&this->munitiontype_);
157
158            if (this->munition_)
159            {
160                // Add the initial magazines
161                this->munition_->addMagazines(this->initialMagazines_);
162
163                // Maybe we have to reload (if this munition is used the first time or if there weren't any magazines available before)
164                if (this->munition_->needReload(this))
165                    this->munition_->reload(this, false);
166
167                // Add the initial munition
168                if (this->initialMunition_ > 0 && this->munition_->getNumMunitionInCurrentMagazine(this) == this->munition_->getMaxMunitionPerMagazine())
169                {
170                    // The current magazine is still full, so let's just add another magazine to
171                    // the stack and reduce the current magazine to the given amount of munition
172
173                    unsigned int initialmunition = this->initialMunition_;
174                    if (initialmunition > this->munition_->getMaxMunitionPerMagazine())
175                        initialmunition = this->munition_->getMaxMunitionPerMagazine();
176
177                    this->munition_->takeMunition(this->munition_->getMaxMunitionPerMagazine() - initialmunition, this);
178                    this->munition_->addMagazines(1);
179                }
180                else
181                {
182                    // The current magazine isn't full, add the munition directly
183
184                    this->munition_->addMunition(this->initialMunition_);
185                }
186            }
187        }
188        else
189            this->munition_ = 0;
190    }
191
192    void WeaponMode::reloaded()
193    {
194        this->bReloading_ = false;
195    }
196
197    Vector3 WeaponMode::getMuzzlePosition() const
198    {
199        if (this->weapon_)
[2924]200            return (this->weapon_->getWorldPosition() + this->weapon_->getWorldOrientation() * this->muzzleOffset_);
[2918]201        else
202            return this->muzzleOffset_;
203    }
204
205    const Quaternion& WeaponMode::getMuzzleOrientation() const
206    {
207        if (this->weapon_)
208            return this->weapon_->getWorldOrientation();
209        else
210            return Quaternion::IDENTITY;
211    }
212
213    Vector3 WeaponMode::getMuzzleDirection() const
214    {
215        if (this->weapon_)
216            return (this->weapon_->getWorldOrientation() * WorldEntity::FRONT);
217        else
218            return WorldEntity::FRONT;
219    }
220}
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