| 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 | 
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| 8 | *   modify it under the terms of the GNU General Public License | 
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| 9 | *   as published by the Free Software Foundation; either version 2 | 
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| 10 | *   of the License, or (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, write to the Free Software | 
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| 19 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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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 "OrxonoxStableHeaders.h" | 
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| 29 |  | 
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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 "util/Math.h" | 
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| 36 | #include "../../Orxonox.h" | 
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| 37 | #include "Bullet.h" | 
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| 38 | #include "BulletManager.h" | 
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| 39 | #include "AmmunitionDump.h" | 
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| 40 | #include "core/CoreIncludes.h" | 
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| 41 |  | 
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| 42 | #include "BaseWeapon.h" | 
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| 43 |  | 
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| 44 |  | 
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| 45 | namespace orxonox { | 
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| 46 | float BaseWeapon::nextActionValidityPeriod_s = 0.5; | 
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| 47 |  | 
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| 48 | BaseWeapon::BaseWeapon() | 
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| 49 | : sceneMgr_(Orxonox::getSingleton()->getSceneManager()), | 
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| 50 | bulletCounter_(0), | 
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| 51 | bulletManager_(Orxonox::getSingleton()->getBulletMgr()), | 
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| 52 | ammoDump_(NULL), | 
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| 53 | primaryFireRequest_(false), secondaryFireRequest_(false), | 
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| 54 | totalTime_(0.0f), actionStartTime_(0.0f), | 
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| 55 | currentState_(IDLE), secondaryFired_(false), | 
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| 56 | nextAction_(NOTHING), actionAdded_(false), | 
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| 57 | timeSinceNextActionAdded_(0.0f), | 
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| 58 | leftAmmo_(0) | 
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| 59 | { | 
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| 60 | RegisterObject(BaseWeapon); | 
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| 61 | } | 
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| 62 |  | 
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| 63 |  | 
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| 64 | BaseWeapon::~BaseWeapon() | 
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| 65 | { | 
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| 66 | } | 
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| 67 |  | 
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| 68 |  | 
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| 69 | bool BaseWeapon::addAction(const Action act) | 
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| 70 | { | 
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| 71 | if (nextAction_ == NOTHING) | 
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| 72 | { | 
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| 73 | nextAction_ = act; | 
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| 74 | actionAdded_ = true; | 
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| 75 | return true; | 
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| 76 | } | 
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| 77 | else | 
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| 78 | return false; | 
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| 79 | } | 
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| 80 |  | 
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| 81 |  | 
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| 82 | void BaseWeapon::primaryFireRequest() | 
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| 83 | { | 
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| 84 | primaryFireRequest_ = true; | 
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| 85 | } | 
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| 86 |  | 
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| 87 |  | 
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| 88 | void BaseWeapon::secondaryFireRequest() | 
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| 89 | { | 
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| 90 | secondaryFireRequest_ = true; | 
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| 91 | } | 
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| 92 |  | 
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| 93 |  | 
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| 94 | void BaseWeapon::tick(float dt) | 
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| 95 | { | 
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| 96 | totalTime_ += dt; | 
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| 97 | // process action adder | 
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| 98 | if (actionAdded_) | 
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| 99 | { | 
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| 100 | timeSinceNextActionAdded_ = totalTime_; | 
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| 101 | actionAdded_ = false; | 
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| 102 | } | 
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| 103 |  | 
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| 104 | switch (currentState_) | 
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| 105 | { | 
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| 106 | case IDLE: | 
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| 107 | break; | 
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| 108 |  | 
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| 109 | case PRIMARY_FIRE: | 
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| 110 | primaryFiring(totalTime_ - actionStartTime_); | 
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| 111 | break; | 
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| 112 |  | 
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| 113 | case SECONDARY_FIRE: | 
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| 114 | secondaryFiring(totalTime_ - actionStartTime_); | 
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| 115 | break; | 
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| 116 |  | 
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| 117 | case RELOADING: | 
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| 118 | break; | 
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| 119 |  | 
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| 120 | case CHANGING_AMMO: | 
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| 121 | break; | 
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| 122 | } | 
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| 123 |  | 
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| 124 | if (currentState_ == IDLE) | 
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| 125 | { | 
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| 126 | // first, process next action | 
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| 127 | if (nextAction_ != NOTHING) | 
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| 128 | { | 
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| 129 | actionStartTime_ = totalTime_; | 
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| 130 | switch (nextAction_) | 
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| 131 | { | 
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| 132 | case RELOAD: | 
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| 133 | leftAmmo_ += ammoDump_->getAmmunition("Barrel", magazineSize_ - leftAmmo_); | 
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| 134 | break; | 
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| 135 |  | 
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| 136 | case CHANGE_AMMO: | 
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| 137 | break; | 
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| 138 |  | 
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| 139 | case SPECIAL: | 
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| 140 | break; | 
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| 141 |  | 
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| 142 | default: | 
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| 143 | break; | 
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| 144 | } | 
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| 145 |  | 
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| 146 | // pay attention when multithreaded! | 
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| 147 | nextAction_ = NOTHING; | 
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| 148 | } | 
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| 149 | else | 
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| 150 | { | 
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| 151 | // secondly, execute firing | 
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| 152 | if (primaryFireRequest_ && !(secondaryFired_ && secondaryFireRequest_)) | 
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| 153 | { | 
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| 154 | actionStartTime_ = totalTime_; | 
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| 155 | currentState_ = PRIMARY_FIRE; | 
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| 156 | secondaryFired_ = false; | 
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| 157 | primaryFire(); | 
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| 158 | } | 
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| 159 | else if (secondaryFireRequest_) | 
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| 160 | { | 
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| 161 | actionStartTime_ = totalTime_; | 
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| 162 | currentState_ = SECONDARY_FIRE; | 
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| 163 | secondaryFired_ = true; | 
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| 164 | secondaryFire(); | 
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| 165 | } | 
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| 166 | } | 
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| 167 | } | 
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| 168 |  | 
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| 169 | primaryFireRequest_ = false; | 
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| 170 | secondaryFireRequest_ = false; | 
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| 171 |  | 
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| 172 | if (totalTime_ - timeSinceNextActionAdded_ > nextActionValidityPeriod_s) | 
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| 173 | nextAction_ = NOTHING; | 
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| 174 | } | 
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| 175 |  | 
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| 176 |  | 
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| 177 | int BaseWeapon::getAmmoState() | 
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| 178 | { | 
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| 179 | return leftAmmo_; | 
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| 180 | } | 
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| 181 |  | 
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| 182 | void BaseWeapon::setAmmoDump(AmmunitionDump* dump) | 
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| 183 | { | 
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| 184 | this->ammoDump_ = dump; | 
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| 185 | } | 
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| 186 | } | 
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