| 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 "util/StringUtils.h" | 
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| 33 | #include "core/CoreIncludes.h" | 
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| 34 | #include "core/XMLPort.h" | 
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| 35 | #include "controllers/Controller.h" | 
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| 36 | #include "worldentities/pawns/Pawn.h" | 
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| 37 |  | 
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| 38 | #include "Munition.h" | 
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| 39 | #include "Weapon.h" | 
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| 40 | #include "WeaponPack.h" | 
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| 41 | #include "WeaponSystem.h" | 
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| 42 | #include "WeaponSlot.h" | 
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| 43 |  | 
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| 44 | #include "sound/WorldSound.h" | 
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| 45 |  | 
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| 46 | namespace orxonox | 
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| 47 | { | 
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| 48 | WeaponMode::WeaponMode(BaseObject* creator) : BaseObject(creator) | 
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| 49 | { | 
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| 50 | RegisterObject(WeaponMode); | 
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| 51 |  | 
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| 52 | this->weapon_ = 0; | 
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| 53 | this->mode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED; | 
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| 54 |  | 
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| 55 | this->munition_ = 0; | 
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| 56 | this->initialMunition_ = 0; | 
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| 57 | this->initialMagazines_ = 0; | 
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| 58 | this->munitionPerShot_ = 1; | 
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| 59 |  | 
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| 60 | this->reloadTime_ = 0.25; | 
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| 61 | this->bReloading_ = false; | 
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| 62 | this->bAutoReload_ = true; | 
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| 63 | this->bParallelReload_ = true; | 
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| 64 |  | 
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| 65 | this->reloadTimer_.setTimer(0.0f, false, createExecutor(createFunctor(&WeaponMode::reloaded, this))); | 
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| 66 | this->reloadTimer_.stopTimer(); | 
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| 67 |  | 
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| 68 | this->damage_ = 0; | 
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| 69 |  | 
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| 70 | this->muzzleOffset_ = Vector3::ZERO; | 
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| 71 | this->muzzlePosition_ = Vector3::ZERO; | 
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| 72 | this->muzzleOrientation_ = Quaternion::IDENTITY; | 
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| 73 |  | 
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| 74 | if( GameMode::isMaster() ) | 
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| 75 | { | 
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| 76 | this->defSndWpnFire_ = new WorldSound(this); | 
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| 77 | this->defSndWpnFire_->setLooping(false); | 
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| 78 | this->bSoundAttached_ = false; | 
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| 79 | } | 
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| 80 | else | 
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| 81 | this->defSndWpnFire_ = 0; | 
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| 82 | } | 
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| 83 |  | 
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| 84 | WeaponMode::~WeaponMode() | 
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| 85 | { | 
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| 86 | if(this->isInitialized()) | 
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| 87 | { | 
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| 88 | if( this->defSndWpnFire_ ) | 
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| 89 | delete this->defSndWpnFire_; | 
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| 90 | } | 
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| 91 | } | 
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| 92 |  | 
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| 93 | void WeaponMode::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 94 | { | 
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| 95 | SUPER(WeaponMode, XMLPort, xmlelement, mode); | 
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| 96 |  | 
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| 97 | XMLPortParam(WeaponMode, "mode",             setMode,             getMode,             xmlelement, mode); | 
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| 98 |  | 
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| 99 | XMLPortParam(WeaponMode, "munitiontype",     setMunitionName,     getMunitionName,     xmlelement, mode); | 
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| 100 | XMLPortParam(WeaponMode, "initialmunition",  setInitialMunition,  getInitialMunition,  xmlelement, mode); | 
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| 101 | XMLPortParam(WeaponMode, "initialmagazines", setInitialMagazines, getInitialMagazines, xmlelement, mode); | 
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| 102 | XMLPortParam(WeaponMode, "munitionpershot",  setMunitionPerShot,  getMunitionPerShot,  xmlelement, mode); | 
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| 103 |  | 
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| 104 | XMLPortParam(WeaponMode, "reloadtime",       setReloadTime,       getReloadTime,       xmlelement, mode); | 
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| 105 | XMLPortParam(WeaponMode, "autoreload",       setAutoReload,       getAutoReload,       xmlelement, mode).description("If true, the weapon reloads the magazine automatically"); | 
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| 106 | XMLPortParam(WeaponMode, "parallelreload",   setParallelReload,   getParallelReload,   xmlelement, mode).description("If true, the weapon reloads in parallel to the magazine reloading"); | 
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| 107 |  | 
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| 108 | XMLPortParam(WeaponMode, "damage",           setDamage,           getDamage,           xmlelement, mode); | 
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| 109 | XMLPortParam(WeaponMode, "muzzleoffset",     setMuzzleOffset,     getMuzzleOffset,     xmlelement, mode); | 
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| 110 | } | 
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| 111 |  | 
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| 112 | bool WeaponMode::fire(float* reloadTime) | 
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| 113 | { | 
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| 114 | (*reloadTime) = this->reloadTime_; | 
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| 115 | if( !this->bSoundAttached_ && GameMode::isMaster() ) | 
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| 116 | { | 
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| 117 | assert(this->getWeapon() && this->getWeapon()->getWeaponSlot()); | 
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| 118 | this->getWeapon()->getWeaponSlot()->attach(this->defSndWpnFire_); | 
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| 119 | this->bSoundAttached_ = true; | 
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| 120 | } | 
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| 121 |  | 
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| 122 | if (!this->bReloading_ && this->munition_ && this->munition_->takeMunition(this->munitionPerShot_, this)) | 
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| 123 | { | 
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| 124 | float reloadtime = this->reloadTime_; | 
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| 125 |  | 
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| 126 | if (this->bAutoReload_ && this->munition_->needReload(this)) | 
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| 127 | { | 
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| 128 | if (this->munition_->reload(this)) | 
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| 129 | { | 
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| 130 | if (!this->bParallelReload_) | 
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| 131 | reloadtime += this->munition_->getReloadTime(); | 
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| 132 | } | 
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| 133 | } | 
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| 134 |  | 
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| 135 | this->bReloading_ = true; | 
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| 136 | this->reloadTimer_.setInterval(reloadtime); | 
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| 137 | this->reloadTimer_.startTimer(); | 
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| 138 |  | 
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| 139 | if( this->defSndWpnFire_ && !(this->defSndWpnFire_->isPlaying())) | 
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| 140 | { | 
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| 141 | this->defSndWpnFire_->play(); | 
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| 142 | } | 
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| 143 |  | 
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| 144 | this->fire(); | 
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| 145 |  | 
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| 146 | return true; | 
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| 147 | } | 
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| 148 | else | 
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| 149 | { | 
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| 150 | return false; | 
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| 151 | } | 
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| 152 | } | 
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| 153 |  | 
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| 154 | bool WeaponMode::reload() | 
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| 155 | { | 
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| 156 | if (this->munition_ && this->munition_->reload(this)) | 
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| 157 | { | 
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| 158 | if (!this->bParallelReload_) | 
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| 159 | { | 
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| 160 | this->bReloading_ = true; | 
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| 161 | this->reloadTimer_.setInterval(this->reloadTime_ + this->munition_->getReloadTime()); | 
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| 162 | this->reloadTimer_.startTimer(); | 
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| 163 | } | 
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| 164 |  | 
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| 165 | return true; | 
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| 166 | } | 
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| 167 |  | 
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| 168 | return false; | 
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| 169 | } | 
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| 170 |  | 
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| 171 | void WeaponMode::setMunitionType(Identifier* identifier) | 
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| 172 | { | 
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| 173 | this->munitionname_ = identifier->getName(); | 
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| 174 | this->munitiontype_ = identifier; | 
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| 175 | this->updateMunition(); | 
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| 176 | } | 
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| 177 |  | 
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| 178 | void WeaponMode::setMunitionName(const std::string& munitionname) | 
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| 179 | { | 
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| 180 | this->munitionname_ = munitionname; | 
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| 181 | Identifier* identifier = ClassByString(this->munitionname_); | 
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| 182 | if (identifier) | 
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| 183 | this->munitiontype_ = identifier; | 
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| 184 | else | 
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| 185 | COUT(2) << "Warning: No munition class defined in WeaponMode " << this->getName() << std::endl; | 
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| 186 | this->updateMunition(); | 
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| 187 | } | 
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| 188 |  | 
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| 189 | void WeaponMode::updateMunition() | 
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| 190 | { | 
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| 191 | if (this->munitiontype_ && this->weapon_ && this->weapon_->getWeaponPack() && this->weapon_->getWeaponPack()->getWeaponSystem()) | 
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| 192 | { | 
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| 193 | this->munition_ = this->weapon_->getWeaponPack()->getWeaponSystem()->getMunition(&this->munitiontype_); | 
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| 194 |  | 
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| 195 | if (this->munition_) | 
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| 196 | { | 
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| 197 | // Add the initial magazines | 
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| 198 | this->munition_->addMagazines(this->initialMagazines_); | 
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| 199 |  | 
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| 200 | // 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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| 201 | if (this->munition_->needReload(this)) | 
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| 202 | this->munition_->reload(this, false); | 
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| 203 |  | 
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| 204 | // Add the initial munition | 
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| 205 | if (this->initialMunition_ > 0 && this->munition_->getNumMunitionInCurrentMagazine(this) == this->munition_->getMaxMunitionPerMagazine()) | 
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| 206 | { | 
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| 207 | // The current magazine is still full, so let's just add another magazine to | 
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| 208 | // the stack and reduce the current magazine to the given amount of munition | 
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| 209 |  | 
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| 210 | unsigned int initialmunition = this->initialMunition_; | 
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| 211 | if (initialmunition > this->munition_->getMaxMunitionPerMagazine()) | 
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| 212 | initialmunition = this->munition_->getMaxMunitionPerMagazine(); | 
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| 213 |  | 
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| 214 | this->munition_->takeMunition(this->munition_->getMaxMunitionPerMagazine() - initialmunition, this); | 
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| 215 | this->munition_->addMagazines(1); | 
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| 216 | } | 
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| 217 | else | 
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| 218 | { | 
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| 219 | // The current magazine isn't full, add the munition directly | 
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| 220 |  | 
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| 221 | this->munition_->addMunition(this->initialMunition_); | 
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| 222 | } | 
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| 223 | } | 
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| 224 | } | 
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| 225 | else | 
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| 226 | this->munition_ = 0; | 
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| 227 | } | 
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| 228 |  | 
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| 229 | void WeaponMode::reloaded() | 
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| 230 | { | 
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| 231 | if( this->defSndWpnFire_ && this->defSndWpnFire_->isPlaying()) | 
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| 232 | { | 
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| 233 | this->defSndWpnFire_->stop(); | 
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| 234 | } | 
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| 235 | this->bReloading_ = false; | 
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| 236 | } | 
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| 237 |  | 
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| 238 | void WeaponMode::computeMuzzleParameters(const Vector3& target) | 
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| 239 | { | 
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| 240 | if (this->weapon_) | 
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| 241 | { | 
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| 242 | this->muzzlePosition_ = this->weapon_->getWorldPosition() + this->weapon_->getWorldOrientation() * this->muzzleOffset_; | 
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| 243 |  | 
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| 244 | Vector3 muzzleDirection; | 
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| 245 | muzzleDirection = target - this->muzzlePosition_; | 
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| 246 | //             COUT(0) << "muzzleDirection " << muzzleDirection << endl; | 
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| 247 | this->muzzleOrientation_ = (this->weapon_->getWorldOrientation() * WorldEntity::FRONT).getRotationTo(muzzleDirection) * this->weapon_->getWorldOrientation(); | 
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| 248 | } | 
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| 249 | else | 
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| 250 | { | 
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| 251 | this->muzzlePosition_ = this->muzzleOffset_; | 
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| 252 | this->muzzleOrientation_ = Quaternion::IDENTITY; | 
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| 253 | } | 
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| 254 | } | 
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| 255 |  | 
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| 256 | Vector3 WeaponMode::getMuzzleDirection() const | 
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| 257 | { | 
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| 258 | if (this->weapon_) | 
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| 259 | return (this->getMuzzleOrientation() * WorldEntity::FRONT); | 
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| 260 | else | 
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| 261 | return WorldEntity::FRONT; | 
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| 262 | } | 
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| 263 |  | 
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| 264 | void WeaponMode::setDefaultSound(const std::string& soundPath) | 
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| 265 | { | 
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| 266 | if( this->defSndWpnFire_ ) | 
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| 267 | this->defSndWpnFire_->setSource(soundPath); | 
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| 268 | } | 
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| 269 |  | 
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| 270 | const std::string& WeaponMode::getDefaultSound() | 
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| 271 | { | 
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| 272 | if( this->defSndWpnFire_ ) | 
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| 273 | return this->defSndWpnFire_->getSource(); | 
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| 274 | else | 
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| 275 | return BLANKSTRING; | 
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| 276 | } | 
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| 277 | } | 
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