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