| 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, createExecutor(createFunctor(&WeaponMode::reloaded, this))); | 
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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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