| 1 | /* | 
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| 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 | * | 
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| 4 | * | 
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| 5 | *   License notice: | 
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| 6 | * | 
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| 7 | *   This program is free software: you can redistribute it and/or modify | 
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| 8 | *   it under the terms of the GNU General Public License as published by | 
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| 9 | *   the Free Software Foundation, either version 3 of the License, or | 
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| 10 | *   (at your option) any later version. | 
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| 11 | * | 
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| 12 | *   This program is distributed in the hope that it will be useful, | 
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| 13 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 14 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 15 | *   GNU General Public License for more details. | 
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| 16 | * | 
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| 17 | *   You should have received a copy of the GNU General Public License | 
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| 18 | *   along with this program.  If not, see <http://www.gnu.org/licenses/>. | 
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| 19 | * | 
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| 20 | * | 
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| 21 | *   Author: | 
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| 22 | *      Reto Grieder | 
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| 23 | *   Co-authors: | 
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| 24 | *      ... | 
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| 25 | * | 
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| 26 | */ | 
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| 27 |  | 
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| 28 | #include "OgreMath.h" | 
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| 29 | #include "OgreVector3.h" | 
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| 30 | #include "OgreStringConverter.h" | 
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| 31 | #include "OgreSceneNode.h" | 
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| 32 | #include "OgreEntity.h" | 
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| 33 | #include "OgreSceneManager.h" | 
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| 34 |  | 
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| 35 | #include "orxonox/inertial_node.h" | 
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| 36 | #include "orxonox/run_manager.h" | 
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| 37 |  | 
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| 38 | #include "bullet.h" | 
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| 39 | #include "bullet_manager.h" | 
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| 40 | #include "ammunition_dump.h" | 
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| 41 |  | 
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| 42 | #include "base_weapon.h" | 
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| 43 |  | 
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| 44 |  | 
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| 45 | namespace orxonox { | 
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| 46 | namespace weapon { | 
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| 47 | using namespace Ogre; | 
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| 48 |  | 
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| 49 | BaseWeapon::BaseWeapon(InertialNode *node, AmmunitionDump *ammoDump) | 
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| 50 | : sceneMgr_(RunManager::getSingletonPtr()->getSceneManagerPtr()), node_(node), | 
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| 51 | bulletCounter_(0), primaryFireRequest_(false), currentState_(IDLE), | 
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| 52 | secondaryFireRequest_(false), | 
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| 53 | bulletManager_(RunManager::getSingletonPtr()->getBulletManagerPtr()), | 
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| 54 | secondaryFired_(false), | 
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| 55 | timeSinceNextActionAdded_(0), actionAdded_(false), nextAction_(NOTHING), | 
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| 56 | ammoDump_(ammoDump) | 
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| 57 | { | 
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| 58 | leftAmmo_ = 0; | 
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| 59 | } | 
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| 60 |  | 
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| 61 |  | 
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| 62 | BaseWeapon::~BaseWeapon() | 
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| 63 | { | 
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| 64 | } | 
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| 65 |  | 
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| 66 |  | 
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| 67 | bool BaseWeapon::addAction(const Action act) | 
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| 68 | { | 
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| 69 | if (nextAction_ == NOTHING) | 
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| 70 | { | 
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| 71 | nextAction_ = act; | 
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| 72 | actionAdded_ = true; | 
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| 73 | return true; | 
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| 74 | } | 
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| 75 | else | 
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| 76 | return false; | 
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| 77 | } | 
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| 78 |  | 
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| 79 |  | 
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| 80 | void BaseWeapon::primaryFireRequest() | 
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| 81 | { | 
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| 82 | primaryFireRequest_ = true; | 
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| 83 | } | 
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| 84 |  | 
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| 85 |  | 
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| 86 | void BaseWeapon::secondaryFireRequest() | 
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| 87 | { | 
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| 88 | secondaryFireRequest_ = true; | 
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| 89 | } | 
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| 90 |  | 
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| 91 |  | 
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| 92 | bool BaseWeapon::tick(unsigned long time, Real deltaTime) | 
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| 93 | { | 
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| 94 | // process action adder | 
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| 95 | if (actionAdded_) | 
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| 96 | { | 
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| 97 | timeSinceNextActionAdded_ = time; | 
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| 98 | actionAdded_ = false; | 
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| 99 | } | 
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| 100 |  | 
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| 101 | if (currentState_ != IDLE) | 
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| 102 | { | 
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| 103 | switch (currentState_) | 
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| 104 | { | 
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| 105 | case PRIMARY_FIRE: | 
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| 106 | primaryFiring((unsigned int)(time - actionStartTime_)); | 
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| 107 | break; | 
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| 108 |  | 
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| 109 | case SECONDARY_FIRE: | 
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| 110 | secondaryFiring((unsigned int)(time - actionStartTime_)); | 
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| 111 | break; | 
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| 112 |  | 
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| 113 | case RELOADING: | 
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| 114 | break; | 
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| 115 |  | 
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| 116 | case CHANGING_AMMO: | 
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| 117 | break; | 
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| 118 | } | 
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| 119 | } | 
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| 120 |  | 
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| 121 | if (currentState_ == IDLE) | 
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| 122 | { | 
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| 123 | // first, process next action | 
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| 124 | if (nextAction_ != NOTHING) | 
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| 125 | { | 
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| 126 | actionStartTime_ = time; | 
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| 127 | switch (nextAction_) | 
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| 128 | { | 
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| 129 | case RELOAD: | 
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| 130 | leftAmmo_ += ammoDump_->getAmmunition("Barrel", magazineSize_ - leftAmmo_); | 
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| 131 | break; | 
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| 132 |  | 
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| 133 | case CHANGE_AMMO: | 
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| 134 | break; | 
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| 135 |  | 
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| 136 | case SPECIAL: | 
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| 137 | break; | 
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| 138 |  | 
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| 139 | default: | 
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| 140 | break; | 
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| 141 | } | 
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| 142 |  | 
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| 143 | // pay attention when multithreaded! | 
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| 144 | nextAction_ = NOTHING; | 
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| 145 | } | 
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| 146 | else | 
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| 147 | { | 
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| 148 | // secondly, execute firing | 
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| 149 | if (primaryFireRequest_ && !(secondaryFired_ && secondaryFireRequest_)) | 
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| 150 | { | 
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| 151 | actionStartTime_ = time; | 
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| 152 | currentState_ = PRIMARY_FIRE; | 
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| 153 | secondaryFired_ = false; | 
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| 154 | primaryFire(); | 
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| 155 | } | 
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| 156 | else if (secondaryFireRequest_) | 
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| 157 | { | 
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| 158 | actionStartTime_ = time; | 
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| 159 | currentState_ = SECONDARY_FIRE; | 
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| 160 | secondaryFired_ = true; | 
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| 161 | secondaryFire(); | 
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| 162 | } | 
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| 163 | } | 
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| 164 | } | 
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| 165 |  | 
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| 166 | primaryFireRequest_ = false; | 
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| 167 | secondaryFireRequest_ = false; | 
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| 168 |  | 
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| 169 | if (time - timeSinceNextActionAdded_ > nextActionValidityPeriod_) | 
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| 170 | nextAction_ = NOTHING; | 
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| 171 |  | 
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| 172 | return true; | 
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| 173 | } | 
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| 174 |  | 
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| 175 |  | 
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| 176 | int BaseWeapon::getAmmoState() | 
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| 177 | { | 
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| 178 | return leftAmmo_; | 
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| 179 | } | 
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| 180 | } | 
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| 181 | } | 
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