[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 "OrxonoxStableHeaders.h" |
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| 31 | #include "WeaponMode.h" |
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| 32 | |
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| 33 | #include "core/CoreIncludes.h" |
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| 34 | #include "core/XMLPort.h" |
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| 35 | |
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| 36 | #include "Munition.h" |
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| 37 | #include "Weapon.h" |
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| 38 | #include "WeaponPack.h" |
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| 39 | #include "WeaponSystem.h" |
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| 40 | |
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| 41 | namespace orxonox |
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| 42 | { |
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| 43 | WeaponMode::WeaponMode(BaseObject* creator) : BaseObject(creator) |
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| 44 | { |
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| 45 | RegisterObject(WeaponMode); |
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| 46 | |
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| 47 | this->weapon_ = 0; |
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| 48 | this->mode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED; |
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| 49 | |
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| 50 | this->munition_ = 0; |
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| 51 | this->initialMunition_ = 0; |
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| 52 | this->initialMagazines_ = 0; |
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| 53 | this->munitionPerShot_ = 1; |
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| 54 | |
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| 55 | this->reloadTime_ = 0.25; |
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| 56 | this->bReloading_ = false; |
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| 57 | this->bAutoReload_ = true; |
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| 58 | this->bParallelReload_ = true; |
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| 59 | |
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| 60 | this->reloadTimer_.setTimer(0.0f, false, this, createExecutor(createFunctor(&WeaponMode::reloaded))); |
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| 61 | this->reloadTimer_.stopTimer(); |
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| 62 | |
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| 63 | this->damage_ = 0; |
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| 64 | this->muzzleOffset_ = Vector3::ZERO; |
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| 65 | |
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| 66 | COUT(0) << "+WeaponMode" << std::endl; |
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| 67 | } |
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| 68 | |
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| 69 | WeaponMode::~WeaponMode() |
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| 70 | { |
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| 71 | COUT(0) << "~WeaponMode" << std::endl; |
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| 72 | } |
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| 73 | |
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| 74 | void WeaponMode::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 75 | { |
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| 76 | SUPER(WeaponMode, XMLPort, xmlelement, mode); |
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| 77 | |
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| 78 | XMLPortParam(WeaponMode, "mode", setMode, getMode, xmlelement, mode); |
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| 79 | |
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| 80 | XMLPortParam(WeaponMode, "munitiontype", setMunitionName, getMunitionName, xmlelement, mode); |
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| 81 | XMLPortParam(WeaponMode, "initialmunition", setInitialMunition, getInitialMunition, xmlelement, mode); |
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| 82 | XMLPortParam(WeaponMode, "initialmagazines", setInitialMagazines, getInitialMagazines, xmlelement, mode); |
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| 83 | XMLPortParam(WeaponMode, "munitionpershot", setMunitionPerShot, getMunitionPerShot, xmlelement, mode); |
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| 84 | |
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| 85 | XMLPortParam(WeaponMode, "reloadtime", setReloadTime, getReloadTime, xmlelement, mode); |
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| 86 | XMLPortParam(WeaponMode, "autoreload", setAutoReload, getAutoReload, xmlelement, mode).description("If true, the weapon reloads the magazine automatically"); |
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| 87 | XMLPortParam(WeaponMode, "parallelreload", setParallelReload, getParallelReload, xmlelement, mode).description("If true, the weapon reloads in parallel to the magazine reloading"); |
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| 88 | |
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| 89 | XMLPortParam(WeaponMode, "damage", setDamage, getDamage, xmlelement, mode); |
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| 90 | XMLPortParam(WeaponMode, "muzzleoffset", setMuzzleOffset, getMuzzleOffset, xmlelement, mode); |
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| 91 | } |
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| 92 | |
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| 93 | bool WeaponMode::fire(float* reloadTime) |
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| 94 | { |
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| 95 | (*reloadTime) = this->reloadTime_; |
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| 96 | |
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| 97 | if (!this->bReloading_ && this->munition_ && this->munition_->takeMunition(this->munitionPerShot_, this)) |
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| 98 | { |
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| 99 | float reloadtime = this->reloadTime_; |
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| 100 | |
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| 101 | if (this->bAutoReload_ && this->munition_->needReload(this)) |
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| 102 | { |
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| 103 | if (this->munition_->reload(this)) |
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| 104 | { |
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| 105 | if (!this->bParallelReload_) |
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| 106 | reloadtime += this->munition_->getReloadTime(); |
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| 107 | } |
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| 108 | } |
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| 109 | |
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| 110 | this->bReloading_ = true; |
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| 111 | this->reloadTimer_.setInterval(reloadtime); |
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| 112 | this->reloadTimer_.startTimer(); |
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| 113 | |
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| 114 | this->fire(); |
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| 115 | |
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| 116 | return true; |
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| 117 | } |
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| 118 | else |
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| 119 | { |
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| 120 | return false; |
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| 121 | } |
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| 122 | } |
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| 123 | |
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| 124 | bool WeaponMode::reload() |
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| 125 | { |
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| 126 | if (this->munition_ && this->munition_->reload(this)) |
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| 127 | { |
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| 128 | if (!this->bParallelReload_) |
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| 129 | { |
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| 130 | this->bReloading_ = true; |
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| 131 | this->reloadTimer_.setInterval(this->reloadTime_ + this->munition_->getReloadTime()); |
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| 132 | this->reloadTimer_.startTimer(); |
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| 133 | } |
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| 134 | |
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| 135 | return true; |
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| 136 | } |
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| 137 | |
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| 138 | return false; |
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| 139 | } |
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| 140 | |
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| 141 | void WeaponMode::setMunitionType(Identifier* identifier) |
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| 142 | { |
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| 143 | this->munitionname_ = identifier->getName(); |
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| 144 | this->munitiontype_ = identifier; |
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| 145 | this->updateMunition(); |
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| 146 | } |
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| 147 | |
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| 148 | void WeaponMode::setMunitionName(const std::string& munitionname) |
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| 149 | { |
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| 150 | this->munitionname_ = munitionname; |
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| 151 | this->munitiontype_ = ClassByString(this->munitionname_); |
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| 152 | this->updateMunition(); |
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| 153 | } |
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| 154 | |
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| 155 | void WeaponMode::updateMunition() |
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| 156 | { |
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| 157 | if (this->munitiontype_ && this->weapon_ && this->weapon_->getWeaponPack() && this->weapon_->getWeaponPack()->getWeaponSystem()) |
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| 158 | { |
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| 159 | this->munition_ = this->weapon_->getWeaponPack()->getWeaponSystem()->getMunition(&this->munitiontype_); |
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| 160 | |
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| 161 | if (this->munition_) |
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| 162 | { |
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| 163 | // Add the initial magazines |
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| 164 | this->munition_->addMagazines(this->initialMagazines_); |
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| 165 | |
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| 166 | // 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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| 167 | if (this->munition_->needReload(this)) |
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| 168 | this->munition_->reload(this, false); |
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| 169 | |
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| 170 | // Add the initial munition |
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| 171 | if (this->initialMunition_ > 0 && this->munition_->getNumMunitionInCurrentMagazine(this) == this->munition_->getMaxMunitionPerMagazine()) |
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| 172 | { |
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| 173 | // The current magazine is still full, so let's just add another magazine to |
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| 174 | // the stack and reduce the current magazine to the given amount of munition |
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| 175 | |
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| 176 | unsigned int initialmunition = this->initialMunition_; |
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| 177 | if (initialmunition > this->munition_->getMaxMunitionPerMagazine()) |
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| 178 | initialmunition = this->munition_->getMaxMunitionPerMagazine(); |
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| 179 | |
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| 180 | this->munition_->takeMunition(this->munition_->getMaxMunitionPerMagazine() - initialmunition, this); |
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| 181 | this->munition_->addMagazines(1); |
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| 182 | } |
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| 183 | else |
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| 184 | { |
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| 185 | // The current magazine isn't full, add the munition directly |
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| 186 | |
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| 187 | this->munition_->addMunition(this->initialMunition_); |
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| 188 | } |
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| 189 | } |
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| 190 | } |
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| 191 | else |
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| 192 | this->munition_ = 0; |
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| 193 | } |
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| 194 | |
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| 195 | void WeaponMode::reloaded() |
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| 196 | { |
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| 197 | this->bReloading_ = false; |
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| 198 | } |
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| 199 | |
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| 200 | Vector3 WeaponMode::getMuzzlePosition() const |
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| 201 | { |
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| 202 | if (this->weapon_) |
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| 203 | return (this->weapon_->getWorldPosition() + this->muzzleOffset_); |
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| 204 | else |
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| 205 | return this->muzzleOffset_; |
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| 206 | } |
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| 207 | |
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| 208 | const Quaternion& WeaponMode::getMuzzleOrientation() const |
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| 209 | { |
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| 210 | if (this->weapon_) |
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| 211 | return this->weapon_->getWorldOrientation(); |
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| 212 | else |
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| 213 | return Quaternion::IDENTITY; |
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| 214 | } |
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| 215 | |
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| 216 | Vector3 WeaponMode::getMuzzleDirection() const |
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| 217 | { |
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| 218 | if (this->weapon_) |
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| 219 | return (this->weapon_->getWorldOrientation() * WorldEntity::FRONT); |
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| 220 | else |
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| 221 | return WorldEntity::FRONT; |
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| 222 | } |
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| 223 | |
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| 224 | /* |
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| 225 | WeaponMode::WeaponMode(BaseObject* creator) : StaticEntity(creator) |
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| 226 | { |
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| 227 | RegisterObject(WeaponMode); |
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| 228 | |
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| 229 | this->bulletReadyToShoot_ = true; |
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| 230 | this->magazineReadyToShoot_ = true; |
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| 231 | this->weaponSystem_ = 0; |
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| 232 | this->weaponPack_ = 0; |
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| 233 | this->weaponSlot_ = 0; |
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| 234 | this->bulletLoadingTime_ = 0; |
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| 235 | this->magazineLoadingTime_ = 0; |
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| 236 | this->bReloading_ = false; |
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| 237 | this->bulletAmount_= 0; |
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| 238 | this->magazineAmount_ = 0; |
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| 239 | this->munition_ = 0; |
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| 240 | this->unlimitedMunition_ = false; |
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| 241 | this->setObjectMode(0x0); |
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| 242 | COUT(0) << "+WeaponMode" << std::endl; |
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| 243 | } |
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| 244 | |
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| 245 | WeaponMode::~WeaponMode() |
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| 246 | { |
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| 247 | COUT(0) << "~WeaponMode" << std::endl; |
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| 248 | if (this->isInitialized() && this->weaponPack_) |
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| 249 | this->weaponPack_->removeWeapon(this); |
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| 250 | } |
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| 251 | |
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| 252 | void WeaponMode::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 253 | { |
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| 254 | SUPER(WeaponMode, XMLPort, xmlelement, mode); |
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| 255 | |
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| 256 | XMLPortParam(WeaponMode, "munitionType", setMunitionType, getMunitionType, xmlelement, mode); |
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| 257 | XMLPortParam(WeaponMode, "bulletLoadingTime", setBulletLoadingTime, getBulletLoadingTime, xmlelement, mode); |
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| 258 | XMLPortParam(WeaponMode, "magazineLoadingTime", setMagazineLoadingTime, getMagazineLoadingTime, xmlelement, mode); |
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| 259 | XMLPortParam(WeaponMode, "bullets", setBulletAmount, getBulletAmount, xmlelement, mode); |
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| 260 | XMLPortParam(WeaponMode, "magazines", setMagazineAmount, getMagazineAmount, xmlelement, mode); |
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| 261 | XMLPortParam(WeaponMode, "unlimitedMunition", setUnlimitedMunition, getUnlimitedMunition, xmlelement, mode); |
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| 262 | } |
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| 263 | |
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| 264 | void WeaponMode::setWeapon() |
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| 265 | { |
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| 266 | this->munition_->fillBullets(); |
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| 267 | this->munition_->fillMagazines(); |
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| 268 | } |
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| 269 | |
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| 270 | void WeaponMode::setMunition() |
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| 271 | { |
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| 272 | this->munition_->setMaxBullets(this->bulletAmount_); |
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| 273 | this->munition_->setMaxMagazines(this->magazineAmount_); |
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| 274 | } |
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| 275 | |
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| 276 | void WeaponMode::fire() |
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| 277 | { |
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| 278 | if ( this->bulletReadyToShoot_ && this->magazineReadyToShoot_ && !this->bReloading_) |
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| 279 | { |
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| 280 | this->bulletReadyToShoot_ = false; |
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| 281 | if ( this->unlimitedMunition_== true ) |
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| 282 | { |
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| 283 | //shoot |
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| 284 | this->reloadBullet(); |
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| 285 | this->createProjectile(); |
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| 286 | } |
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| 287 | else |
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| 288 | { |
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| 289 | if ( this->munition_->bullets() > 0) |
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| 290 | { |
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| 291 | //shoot and reload |
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| 292 | this->takeBullets(); |
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| 293 | this->reloadBullet(); |
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| 294 | this->createProjectile(); |
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| 295 | } |
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| 296 | //if there are no bullets, but magazines |
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| 297 | else if ( this->munition_->magazines() > 0 && this->munition_->bullets() == 0 ) |
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| 298 | { |
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| 299 | //reload magazine |
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| 300 | this->takeMagazines(); |
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| 301 | this->reloadMagazine(); |
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| 302 | } |
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| 303 | else |
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| 304 | { |
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| 305 | //no magazines |
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| 306 | } |
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| 307 | } |
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| 308 | } |
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| 309 | else |
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| 310 | { |
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| 311 | //weapon not reloaded |
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| 312 | } |
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| 313 | } |
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| 314 | |
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| 315 | |
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| 316 | //weapon reloading |
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| 317 | void WeaponMode::bulletTimer(float bulletLoadingTime) |
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| 318 | { |
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| 319 | this->bReloading_ = true; |
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| 320 | this->bulletReloadTimer_.setTimer( bulletLoadingTime , false , this , createExecutor(createFunctor(&WeaponMode::bulletReloaded))); |
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| 321 | } |
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| 322 | void WeaponMode::magazineTimer(float magazineLoadingTime) |
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| 323 | { |
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| 324 | this->bReloading_ = true; |
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| 325 | this->magazineReloadTimer_.setTimer( magazineLoadingTime , false , this , createExecutor(createFunctor(&WeaponMode::magazineReloaded))); |
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| 326 | } |
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| 327 | |
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| 328 | void WeaponMode::bulletReloaded() |
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| 329 | { |
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| 330 | this->bReloading_ = false; |
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| 331 | this->bulletReadyToShoot_ = true; |
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| 332 | } |
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| 333 | |
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| 334 | void WeaponMode::magazineReloaded() |
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| 335 | { |
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| 336 | this->bReloading_ = false; |
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| 337 | this->munition_->fillBullets(); |
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| 338 | } |
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| 339 | |
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| 340 | |
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| 341 | |
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| 342 | void WeaponMode::attachNeededMunition(const std::string& munitionName) |
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| 343 | { |
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| 344 | // if munition type already exists attach it, else create a new one of this type and attach it to the weapon and to the WeaponSystem |
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| 345 | if (this->weaponSystem_) |
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| 346 | { |
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| 347 | //getMunitionType returns 0 if there is no such munitionType |
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| 348 | Munition* munition = this->weaponSystem_->getMunitionType(munitionName); |
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| 349 | if ( munition ) |
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| 350 | { |
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| 351 | this->munition_ = munition; |
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| 352 | this->setMunition(); |
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| 353 | } |
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| 354 | else |
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| 355 | { |
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| 356 | //create new munition with identifier because there is no such munitionType |
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| 357 | this->munitionIdentifier_ = ClassByString(munitionName); |
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| 358 | this->munition_ = this->munitionIdentifier_.fabricate(this); |
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| 359 | this->weaponSystem_->setNewMunition(munitionName, this->munition_); |
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| 360 | this->setMunition(); |
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| 361 | } |
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| 362 | } |
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| 363 | } |
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| 364 | |
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| 365 | |
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| 366 | Munition * WeaponMode::getAttachedMunition(const std::string& munitionType) |
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| 367 | { |
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| 368 | this->munition_ = this->weaponSystem_->getMunitionType(munitionType); |
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| 369 | return this->munition_; |
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| 370 | } |
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| 371 | */ |
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| 372 | } |
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