| 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 | #include "controllers/Controller.h" | 
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| 35 | #include "worldentities/pawns/Pawn.h" | 
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| 36 |  | 
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| 37 | #include "Munition.h" | 
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| 38 | #include "Weapon.h" | 
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| 39 | #include "WeaponPack.h" | 
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| 40 | #include "WeaponSystem.h" | 
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| 41 | #include "WeaponSlot.h" | 
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| 42 |  | 
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| 43 | #include "sound/WorldSound.h" | 
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| 44 |  | 
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| 45 | namespace orxonox | 
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| 46 | { | 
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| 47 | RegisterAbstractClass(WeaponMode).inheritsFrom<BaseObject>(); | 
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| 48 |  | 
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| 49 | WeaponMode::WeaponMode(Context* context) : BaseObject(context) | 
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| 50 | { | 
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| 51 | RegisterObject(WeaponMode); | 
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| 52 |  | 
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| 53 | this->weapon_ = nullptr; | 
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| 54 | this->mode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED; | 
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| 55 |  | 
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| 56 | this->munition_ = nullptr; | 
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| 57 | this->initialMunition_ = 0; | 
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| 58 | this->initialMagazines_ = 0; | 
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| 59 | this->munitionPerShot_ = 1; | 
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| 60 |  | 
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| 61 | this->reloadTime_ = 0.25; | 
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| 62 | this->bReloading_ = false; | 
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| 63 | this->bAutoReload_ = true; | 
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| 64 | this->bParallelReload_ = true; | 
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| 65 |  | 
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| 66 | this->reloadTimer_.setTimer(0.0f, false, createExecutor(createFunctor(&WeaponMode::reloaded, this))); | 
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| 67 | this->reloadTimer_.stopTimer(); | 
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| 68 |  | 
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| 69 | this->damage_ = 0; | 
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| 70 | this->healthdamage_ = 0; | 
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| 71 | this->shielddamage_ = 0; | 
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| 72 |  | 
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| 73 | this->muzzleOffset_ = Vector3::ZERO; | 
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| 74 | this->muzzlePosition_ = Vector3::ZERO; | 
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| 75 | this->muzzleOrientation_ = Quaternion::IDENTITY; | 
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| 76 |  | 
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| 77 | hudImageString_ = "Orxonox/WSHUD_WM_Unknown"; | 
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| 78 |  | 
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| 79 | this->fireSoundPath_ = BLANKSTRING; | 
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| 80 | this->fireSoundVolume_ = 1.0; | 
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| 81 | this->fireSounds_.clear(); | 
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| 82 |  | 
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| 83 | this->reloadSoundPath_ = BLANKSTRING; | 
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| 84 | this->reloadSoundVolume_ = 1.0; | 
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| 85 | this->reloadSound_ = nullptr; | 
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| 86 | } | 
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| 87 |  | 
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| 88 | WeaponMode::~WeaponMode() | 
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| 89 | { | 
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| 90 | if (this->isInitialized()) | 
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| 91 | { | 
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| 92 | for (auto sound : fireSounds_) | 
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| 93 | { | 
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| 94 | sound->destroy(); | 
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| 95 | } | 
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| 96 | } | 
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| 97 | } | 
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| 98 |  | 
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| 99 | void WeaponMode::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 100 | { | 
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| 101 | SUPER(WeaponMode, XMLPort, xmlelement, mode); | 
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| 102 |  | 
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| 103 | XMLPortParam(WeaponMode, "mode",             setMode,             getMode,             xmlelement, mode); | 
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| 104 |  | 
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| 105 | XMLPortParam(WeaponMode, "munitiontype",     setMunitionName,     getMunitionName,     xmlelement, mode); | 
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| 106 | XMLPortParam(WeaponMode, "initialmunition",  setInitialMunition,  getInitialMunition,  xmlelement, mode); | 
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| 107 | XMLPortParam(WeaponMode, "initialmagazines", setInitialMagazines, getInitialMagazines, xmlelement, mode); | 
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| 108 | XMLPortParam(WeaponMode, "munitionpershot",  setMunitionPerShot,  getMunitionPerShot,  xmlelement, mode); | 
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| 109 |  | 
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| 110 | XMLPortParam(WeaponMode, "reloadtime",       setReloadTime,       getReloadTime,       xmlelement, mode); | 
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| 111 | XMLPortParam(WeaponMode, "autoreload",       setAutoReload,       getAutoReload,       xmlelement, mode).description("If true, the weapon reloads the magazine automatically"); | 
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| 112 | XMLPortParam(WeaponMode, "parallelreload",   setParallelReload,   getParallelReload,   xmlelement, mode).description("If true, the weapon reloads in parallel to the magazine reloading"); | 
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| 113 |  | 
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| 114 | XMLPortParam(WeaponMode, "damage",           setDamage,           getDamage,           xmlelement, mode); | 
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| 115 | XMLPortParam(WeaponMode, "healthdamage",     setHealthDamage,     getHealthDamage,     xmlelement, mode); | 
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| 116 | XMLPortParam(WeaponMode, "shielddamage",     setShieldDamage,     getShieldDamage,     xmlelement, mode); | 
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| 117 | XMLPortParam(WeaponMode, "muzzleoffset",     setMuzzleOffset,     getMuzzleOffset,     xmlelement, mode); | 
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| 118 | } | 
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| 119 |  | 
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| 120 | bool WeaponMode::fire(float* reloadTime) | 
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| 121 | { | 
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| 122 | (*reloadTime) = this->reloadTime_; | 
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| 123 |  | 
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| 124 | // Fireing is only possible if this weapon mode is not reloading and there is enough munition | 
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| 125 | if (!this->bReloading_ && this->munition_ && this->munition_->takeMunition(this->munitionPerShot_, this)) | 
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| 126 | { | 
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| 127 | float tempReloadtime = this->reloadTime_; | 
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| 128 |  | 
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| 129 | if (this->bAutoReload_ && this->munition_->needReload(this)) | 
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| 130 | { | 
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| 131 | if (this->munition_->reload(this)) | 
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| 132 | { | 
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| 133 | // If true, the weapon reloads in parallel to the magazine reloading | 
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| 134 | if (this->bParallelReload_) | 
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| 135 | { | 
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| 136 | // The time needed to reload is the maximum of the reload time of the weapon mode and the magazine. | 
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| 137 | tempReloadtime = std::max(this->reloadTime_, this->munition_->getReloadTime()); | 
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| 138 | } | 
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| 139 | else | 
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| 140 | { | 
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| 141 | // The time needed to reload is the sum of the reload time of the weapon mode and the magazine. | 
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| 142 | tempReloadtime = this->reloadTime_ + this->munition_->getReloadTime(); | 
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| 143 | } | 
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| 144 | playReloadSound(); | 
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| 145 | } | 
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| 146 | } | 
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| 147 |  | 
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| 148 | // For stacked munition, a reload sound is played after every fired projectile | 
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| 149 | if (this->munition_->getMunitionDeployment() == MunitionDeployment::Stack) | 
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| 150 | { | 
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| 151 | playReloadSound(); | 
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| 152 | } | 
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| 153 |  | 
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| 154 | // Mark this weapon mode as reloading and start the reload timer | 
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| 155 | this->bReloading_ = true; | 
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| 156 | this->reloadTimer_.setInterval(tempReloadtime); | 
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| 157 | this->reloadTimer_.startTimer(); | 
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| 158 |  | 
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| 159 | // Play the fire sound and fire the weapon mode | 
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| 160 | this->playFireSound(); | 
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| 161 | this->fire(); | 
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| 162 |  | 
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| 163 | return true; | 
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| 164 | } | 
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| 165 | else | 
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| 166 | { | 
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| 167 | return false; | 
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| 168 | } | 
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| 169 | } | 
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| 170 |  | 
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| 171 | bool WeaponMode::reload() | 
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| 172 | { | 
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| 173 | if (this->munition_ && this->munition_->reload(this)) | 
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| 174 | { | 
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| 175 | if (!this->bParallelReload_) | 
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| 176 | { | 
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| 177 | this->bReloading_ = true; | 
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| 178 | this->reloadTimer_.setInterval(this->reloadTime_ + this->munition_->getReloadTime()); | 
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| 179 | this->reloadTimer_.startTimer(); | 
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| 180 | } | 
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| 181 |  | 
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| 182 | return true; | 
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| 183 | } | 
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| 184 |  | 
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| 185 | return false; | 
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| 186 | } | 
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| 187 |  | 
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| 188 | void WeaponMode::setMunitionType(Identifier* identifier) | 
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| 189 | { | 
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| 190 | this->munitionname_ = identifier->getName(); | 
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| 191 | this->munitiontype_ = identifier; | 
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| 192 | this->updateMunition(); | 
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| 193 | } | 
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| 194 |  | 
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| 195 | void WeaponMode::setMunitionName(const std::string& munitionname) | 
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| 196 | { | 
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| 197 | this->munitionname_ = munitionname; | 
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| 198 | Identifier* identifier = ClassByString(this->munitionname_); | 
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| 199 | if (identifier) | 
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| 200 | this->munitiontype_ = identifier; | 
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| 201 | else | 
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| 202 | orxout(internal_warning) << "No munition class defined in WeaponMode " << this->getName() << endl; | 
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| 203 | this->updateMunition(); | 
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| 204 | } | 
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| 205 |  | 
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| 206 | void WeaponMode::updateMunition() | 
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| 207 | { | 
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| 208 | if (this->munitiontype_ && this->weapon_ && this->weapon_->getWeaponPack() && this->weapon_->getWeaponPack()->getWeaponSystem()) | 
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| 209 | { | 
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| 210 | this->munition_ = this->weapon_->getWeaponPack()->getWeaponSystem()->getMunition(&this->munitiontype_); | 
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| 211 |  | 
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| 212 | if (this->munition_) | 
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| 213 | { | 
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| 214 | // Add the initial magazines | 
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| 215 | this->munition_->addMagazines(this->initialMagazines_); | 
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| 216 |  | 
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| 217 | // 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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| 218 | if (this->munition_->needReload(this)) | 
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| 219 | this->munition_->reload(this, false); | 
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| 220 |  | 
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| 221 | // Add the initial munition | 
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| 222 | if (this->initialMunition_ > 0 && this->munition_->getNumMunitionInCurrentMagazine(this) == this->munition_->getMaxMunitionPerMagazine()) | 
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| 223 | { | 
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| 224 | // The current magazine is still full, so let's just add another magazine to | 
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| 225 | // the stack and reduce the current magazine to the given amount of munition | 
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| 226 |  | 
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| 227 | unsigned int initialmunition = this->initialMunition_; | 
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| 228 | if (initialmunition > this->munition_->getMaxMunitionPerMagazine()) | 
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| 229 | initialmunition = this->munition_->getMaxMunitionPerMagazine(); | 
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| 230 |  | 
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| 231 | this->munition_->takeMunition(this->munition_->getMaxMunitionPerMagazine() - initialmunition, this); | 
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| 232 | this->munition_->addMagazines(1); | 
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| 233 | } | 
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| 234 | else | 
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| 235 | { | 
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| 236 | // The current magazine isn't full, add the munition directly | 
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| 237 |  | 
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| 238 | this->munition_->addMunition(this->initialMunition_); | 
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| 239 | } | 
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| 240 | } | 
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| 241 | } | 
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| 242 | else | 
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| 243 | { | 
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| 244 | this->munition_ = nullptr; | 
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| 245 | } | 
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| 246 | } | 
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| 247 |  | 
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| 248 | void WeaponMode::reloaded() | 
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| 249 | { | 
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| 250 | this->bReloading_ = false; | 
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| 251 | } | 
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| 252 |  | 
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| 253 | void WeaponMode::computeMuzzleParameters(const Vector3& target) | 
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| 254 | { | 
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| 255 | if (this->weapon_) | 
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| 256 | { | 
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| 257 | this->muzzlePosition_ = this->weapon_->getWorldPosition() + this->weapon_->getWorldOrientation() * this->muzzleOffset_; | 
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| 258 |  | 
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| 259 | Vector3 muzzleDirection; | 
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| 260 | muzzleDirection = target - this->muzzlePosition_; | 
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| 261 | this->muzzleOrientation_ = (this->weapon_->getWorldOrientation() * WorldEntity::FRONT).getRotationTo(muzzleDirection) * this->weapon_->getWorldOrientation(); | 
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| 262 | } | 
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| 263 | else | 
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| 264 | { | 
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| 265 | this->muzzlePosition_ = this->muzzleOffset_; | 
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| 266 | this->muzzleOrientation_ = Quaternion::IDENTITY; | 
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| 267 | } | 
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| 268 | } | 
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| 269 |  | 
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| 270 | Vector3 WeaponMode::getMuzzleDirection() const | 
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| 271 | { | 
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| 272 | if (this->weapon_) | 
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| 273 | return (this->getMuzzleOrientation() * WorldEntity::FRONT); | 
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| 274 | else | 
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| 275 | return WorldEntity::FRONT; | 
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| 276 | } | 
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| 277 |  | 
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| 278 | void WeaponMode::setFireSound(const std::string& soundPath, const float soundVolume) | 
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| 279 | { | 
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| 280 | fireSoundPath_ = soundPath; | 
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| 281 | fireSoundVolume_ = soundVolume; | 
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| 282 | } | 
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| 283 |  | 
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| 284 | const std::string& WeaponMode::getFireSound() | 
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| 285 | { | 
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| 286 | return fireSoundPath_; | 
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| 287 | } | 
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| 288 |  | 
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| 289 | void WeaponMode::setReloadSound(const std::string& soundPath, const float soundVolume) | 
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| 290 | { | 
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| 291 | reloadSoundPath_ = soundPath; | 
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| 292 | reloadSoundVolume_ = soundVolume; | 
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| 293 | } | 
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| 294 |  | 
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| 295 | const std::string& WeaponMode::getReloadSound() | 
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| 296 | { | 
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| 297 | return reloadSoundPath_; | 
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| 298 | } | 
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| 299 |  | 
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| 300 | void WeaponMode::playFireSound() | 
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| 301 | { | 
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| 302 | WorldSound* unusedSound = nullptr; | 
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| 303 |  | 
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| 304 | if (!GameMode::isMaster()) | 
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| 305 | { | 
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| 306 | return; | 
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| 307 | } | 
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| 308 |  | 
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| 309 | // If no sound path or no weapon was specified, then no sound is played. | 
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| 310 | if (fireSoundPath_ == BLANKSTRING || !this->getWeapon()) | 
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| 311 | { | 
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| 312 | return; | 
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| 313 | } | 
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| 314 |  | 
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| 315 | // Search in the sound list for a WorldSound that may be used. It must be an idle WorldSound instance (i.e. it is not playing a sound now) | 
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| 316 | for (auto sound : fireSounds_) | 
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| 317 | { | 
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| 318 | if( sound && !(sound->isPlaying())) | 
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| 319 | { | 
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| 320 | // Unused sound found | 
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| 321 | unusedSound = sound; | 
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| 322 | break; | 
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| 323 | } | 
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| 324 | } | 
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| 325 |  | 
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| 326 | // If no unused sound was found, create a new one and add it to the list | 
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| 327 | if (!unusedSound) | 
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| 328 | { | 
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| 329 | unusedSound = new WorldSound(this->getContext()); | 
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| 330 | fireSounds_.push_back(unusedSound); | 
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| 331 | unusedSound->setLooping(false); | 
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| 332 | unusedSound->setSource(fireSoundPath_); | 
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| 333 | unusedSound->setVolume(fireSoundVolume_); | 
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| 334 | this->getWeapon()->attach(unusedSound); | 
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| 335 | } | 
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| 336 |  | 
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| 337 | // Play the fire sound | 
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| 338 | unusedSound->play(); | 
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| 339 | } | 
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| 340 |  | 
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| 341 | void WeaponMode::playReloadSound() | 
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| 342 | { | 
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| 343 | if (!GameMode::isMaster()) | 
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| 344 | { | 
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| 345 | return; | 
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| 346 | } | 
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| 347 |  | 
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| 348 | // If no sound path or no weapon was specified, then no sound is played. | 
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| 349 | if (reloadSoundPath_ == BLANKSTRING || !this->getWeapon()) | 
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| 350 | { | 
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| 351 | return; | 
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| 352 | } | 
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| 353 |  | 
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| 354 | // Create a reload WorldSound if not done yet | 
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| 355 | if (!reloadSound_) | 
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| 356 | { | 
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| 357 | reloadSound_ = new WorldSound(this->getContext()); | 
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| 358 | reloadSound_->setSource(reloadSoundPath_); | 
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| 359 | reloadSound_->setVolume(reloadSoundVolume_); | 
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| 360 | this->getWeapon()->attach(reloadSound_); | 
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| 361 | } | 
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| 362 |  | 
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| 363 | // Play the reload sound | 
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| 364 | reloadSound_->play(); | 
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| 365 | } | 
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| 366 | } | 
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