| 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 |  *      Johannes Sager | 
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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 |         this->chargeable_ = false;              // most weapons are not chargeable | 
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| 66 |         this->charges_ = 0;                     // always start with no charges | 
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| 67 |         this->maxCharges_ = 100;                // default maximum charges one can have are 100 | 
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| 68 |  | 
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| 69 |         this->reloadTimer_.setTimer(0.0f, false, createExecutor(createFunctor(&WeaponMode::reloaded, this))); | 
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| 70 |         this->reloadTimer_.stopTimer(); | 
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| 71 |  | 
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| 72 |         this->damage_ = 0; | 
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| 73 |         this->healthdamage_ = 0; | 
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| 74 |         this->shielddamage_ = 0; | 
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| 75 |  | 
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| 76 |         this->muzzleOffset_ = Vector3::ZERO; | 
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| 77 |         this->muzzlePosition_ = Vector3::ZERO; | 
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| 78 |         this->muzzleOrientation_ = Quaternion::IDENTITY; | 
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| 79 |  | 
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| 80 |         hudImageString_ = "Orxonox/WSHUD_WM_Unknown"; | 
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| 81 |  | 
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| 82 |         this->fireSoundPath_ = BLANKSTRING; | 
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| 83 |         this->fireSoundVolume_ = 1.0; | 
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| 84 |         this->fireSounds_.clear(); | 
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| 85 |  | 
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| 86 |         this->reloadSoundPath_ = BLANKSTRING; | 
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| 87 |         this->reloadSoundVolume_ = 1.0; | 
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| 88 |         this->reloadSound_ = nullptr; | 
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| 89 |     } | 
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| 90 |  | 
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| 91 |     WeaponMode::~WeaponMode() | 
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| 92 |     { | 
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| 93 |         if (this->isInitialized()) | 
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| 94 |         { | 
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| 95 |             for (auto sound : fireSounds_) | 
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| 96 |             { | 
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| 97 |                 sound->destroy(); | 
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| 98 |             } | 
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| 99 |         } | 
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| 100 |     } | 
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| 101 |  | 
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| 102 |     void WeaponMode::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 103 |     { | 
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| 104 |         SUPER(WeaponMode, XMLPort, xmlelement, mode); | 
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| 105 |  | 
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| 106 |         XMLPortParam(WeaponMode, "mode",             setMode,             getMode,             xmlelement, mode); | 
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| 107 |  | 
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| 108 |         XMLPortParam(WeaponMode, "munitiontype",     setMunitionName,     getMunitionName,     xmlelement, mode); | 
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| 109 |         XMLPortParam(WeaponMode, "initialmunition",  setInitialMunition,  getInitialMunition,  xmlelement, mode); | 
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| 110 |         XMLPortParam(WeaponMode, "initialmagazines", setInitialMagazines, getInitialMagazines, xmlelement, mode); | 
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| 111 |         XMLPortParam(WeaponMode, "munitionpershot",  setMunitionPerShot,  getMunitionPerShot,  xmlelement, mode); | 
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| 112 |  | 
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| 113 |         XMLPortParam(WeaponMode, "reloadtime",       setReloadTime,       getReloadTime,       xmlelement, mode); | 
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| 114 |         XMLPortParam(WeaponMode, "autoreload",       setAutoReload,       getAutoReload,       xmlelement, mode).description("If true, the weapon reloads the magazine automatically"); | 
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| 115 |         XMLPortParam(WeaponMode, "parallelreload",   setParallelReload,   getParallelReload,   xmlelement, mode).description("If true, the weapon reloads in parallel to the magazine reloading"); | 
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| 116 |  | 
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| 117 |         XMLPortParam(WeaponMode, "damage",           setDamage,           getDamage,           xmlelement, mode); | 
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| 118 |         XMLPortParam(WeaponMode, "healthdamage",     setHealthDamage,     getHealthDamage,     xmlelement, mode); | 
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| 119 |         XMLPortParam(WeaponMode, "shielddamage",     setShieldDamage,     getShieldDamage,     xmlelement, mode); | 
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| 120 |         XMLPortParam(WeaponMode, "muzzleoffset",     setMuzzleOffset,     getMuzzleOffset,     xmlelement, mode); | 
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| 121 |     } | 
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| 122 |  | 
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| 123 |     bool WeaponMode::fire(float* reloadTime) | 
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| 124 |     { | 
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| 125 |         (*reloadTime) = this->reloadTime_; | 
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| 126 |         // Fireing is only possible if this weapon mode is not reloading and there is enough munition | 
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| 127 |         if (!this->bReloading_ && this->munition_ && this->munition_->takeMunition(this->munitionPerShot_, this)) | 
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| 128 |         { | 
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| 129 |             float tempReloadtime = this->reloadTime_; | 
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| 130 |  | 
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| 131 |             if (this->bAutoReload_ && this->munition_->needReload(this)) | 
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| 132 |             { | 
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| 133 |                 if (this->munition_->reload(this)) | 
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| 134 |                 { | 
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| 135 |                     // If true, the weapon reloads in parallel to the magazine reloading | 
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| 136 |                     if (this->bParallelReload_) | 
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| 137 |                     { | 
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| 138 |                         // The time needed to reload is the maximum of the reload time of the weapon mode and the magazine. | 
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| 139 |                         tempReloadtime = std::max(this->reloadTime_, this->munition_->getReloadTime()); | 
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| 140 |                     }                         | 
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| 141 |                     else | 
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| 142 |                     { | 
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| 143 |                         // The time needed to reload is the sum of the reload time of the weapon mode and the magazine. | 
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| 144 |                         tempReloadtime = this->reloadTime_ + this->munition_->getReloadTime(); | 
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| 145 |                     } | 
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| 146 |                     playReloadSound(); | 
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| 147 |                 } | 
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| 148 |             } | 
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| 149 |  | 
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| 150 |             // For stacked munition, a reload sound is played after every fired projectile | 
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| 151 |             if (this->munition_->getMunitionDeployment() == MunitionDeployment::Stack) | 
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| 152 |             { | 
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| 153 |                 playReloadSound(); | 
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| 154 |             } | 
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| 155 |  | 
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| 156 |             // Mark this weapon mode as reloading and start the reload timer | 
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| 157 |             this->bReloading_ = true; | 
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| 158 |             this->reloadTimer_.setInterval(tempReloadtime); | 
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| 159 |             this->reloadTimer_.startTimer(); | 
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| 160 |  | 
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| 161 |             // Play the fire sound and fire the weapon mode | 
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| 162 |             this->playFireSound(); | 
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| 163 |             this->fire(); | 
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| 164 |  | 
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| 165 |             return true; | 
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| 166 |         } | 
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| 167 |         else | 
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| 168 |         { | 
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| 169 |             return false; | 
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| 170 |         } | 
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| 171 |     } | 
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| 172 |  | 
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| 173 |     bool WeaponMode::push(float* reloadTime) | 
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| 174 |     { | 
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| 175 |  | 
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| 176 |         if( this->chargeable_)                                                                                                          // chargeable weapons are supposed to charge on push | 
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| 177 |         { | 
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| 178 |             this->munition_ = this->weapon_->getWeaponPack()->getWeaponSystem()->getMunition(&this->munitiontype_);                     // updates the pointer to the munition(which we use in the next step) | 
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| 179 |             if(this->charges_ < this->maxCharges_ && this->bReloading_ == false && this->munition_->canTakeMunition(1, this))           // charges up unless: | 
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| 180 |             {                                                                                                                           // - we are fully charged | 
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| 181 |                 this->charges_ += 1;                                                                                                    // - we are reloading | 
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| 182 |             }                                                                                                                           // - we have no munition | 
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| 183 |             return false; | 
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| 184 |         } | 
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| 185 |         else                                                                                                                            // normal (not chargeable) weapons are supposed to fire on push | 
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| 186 |         { | 
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| 187 |             return fire(reloadTime); | 
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| 188 |         } | 
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| 189 |     } | 
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| 190 |  | 
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| 191 |     bool WeaponMode::release(float* reloadTime)                  | 
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| 192 |     { | 
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| 193 |         if( this->chargeable_)                                                                                                          // chargeable weapons are supposed to fire on release | 
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| 194 |         {  | 
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| 195 |             return fire(reloadTime); | 
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| 196 |         } | 
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| 197 |         else                                                                                                                            // normal (not chargeable) weapons should do nothing on release | 
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| 198 |         { | 
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| 199 |             return false; | 
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| 200 |         } | 
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| 201 |     } | 
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| 202 |  | 
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| 203 |     bool WeaponMode::reload() | 
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| 204 |     { | 
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| 205 |         if (this->munition_ && this->munition_->reload(this)) | 
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| 206 |         { | 
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| 207 |             if (!this->bParallelReload_) | 
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| 208 |             { | 
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| 209 |                 this->bReloading_ = true; | 
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| 210 |                 this->reloadTimer_.setInterval(this->reloadTime_ + this->munition_->getReloadTime()); | 
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| 211 |                 this->reloadTimer_.startTimer(); | 
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| 212 |             } | 
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| 213 |  | 
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| 214 |             return true; | 
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| 215 |         } | 
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| 216 |  | 
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| 217 |         return false; | 
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| 218 |     } | 
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| 219 |  | 
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| 220 |     void WeaponMode::setMunitionType(Identifier* identifier) | 
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| 221 |     { | 
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| 222 |         this->munitionname_ = identifier->getName(); | 
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| 223 |         this->munitiontype_ = identifier; | 
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| 224 |         this->updateMunition(); | 
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| 225 |     } | 
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| 226 |  | 
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| 227 |     void WeaponMode::setMunitionName(const std::string& munitionname) | 
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| 228 |     { | 
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| 229 |         this->munitionname_ = munitionname; | 
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| 230 |         Identifier* identifier = ClassByString(this->munitionname_); | 
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| 231 |         if (identifier) | 
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| 232 |             this->munitiontype_ = identifier; | 
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| 233 |         else | 
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| 234 |             orxout(internal_warning) << "No munition class defined in WeaponMode " << this->getName() << endl; | 
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| 235 |         this->updateMunition(); | 
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| 236 |     } | 
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| 237 |  | 
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| 238 |     void WeaponMode::updateMunition() | 
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| 239 |     { | 
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| 240 |         if (this->munitiontype_ && this->weapon_ && this->weapon_->getWeaponPack() && this->weapon_->getWeaponPack()->getWeaponSystem()) | 
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| 241 |         { | 
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| 242 |             this->munition_ = this->weapon_->getWeaponPack()->getWeaponSystem()->getMunition(&this->munitiontype_); | 
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| 243 |  | 
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| 244 |             if (this->munition_) | 
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| 245 |             { | 
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| 246 |                 // Add the initial magazines | 
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| 247 |                 this->munition_->addMagazines(this->initialMagazines_); | 
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| 248 |  | 
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| 249 |                 // 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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| 250 |                 if (this->munition_->needReload(this)) | 
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| 251 |                     this->munition_->reload(this, false); | 
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| 252 |  | 
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| 253 |                 // Add the initial munition | 
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| 254 |                 if (this->initialMunition_ > 0 && this->munition_->getNumMunitionInCurrentMagazine(this) == this->munition_->getMaxMunitionPerMagazine()) | 
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| 255 |                 { | 
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| 256 |                     // The current magazine is still full, so let's just add another magazine to | 
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| 257 |                     // the stack and reduce the current magazine to the given amount of munition | 
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| 258 |  | 
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| 259 |                     unsigned int initialmunition = this->initialMunition_; | 
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| 260 |                     if (initialmunition > this->munition_->getMaxMunitionPerMagazine()) | 
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| 261 |                         initialmunition = this->munition_->getMaxMunitionPerMagazine(); | 
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| 262 |  | 
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| 263 |                     this->munition_->takeMunition(this->munition_->getMaxMunitionPerMagazine() - initialmunition, this); | 
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| 264 |                     this->munition_->addMagazines(1); | 
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| 265 |                 } | 
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| 266 |                 else | 
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| 267 |                 { | 
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| 268 |                     // The current magazine isn't full, add the munition directly | 
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| 269 |  | 
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| 270 |                     this->munition_->addMunition(this->initialMunition_); | 
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| 271 |                 } | 
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| 272 |             } | 
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| 273 |         } | 
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| 274 |         else | 
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| 275 |         { | 
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| 276 |             this->munition_ = nullptr; | 
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| 277 |         } | 
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| 278 |     } | 
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| 279 |  | 
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| 280 |     void WeaponMode::reloaded() | 
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| 281 |     { | 
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| 282 |         this->bReloading_ = false; | 
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| 283 |     } | 
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| 284 |  | 
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| 285 |     void WeaponMode::computeMuzzleParameters(const Vector3& target) | 
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| 286 |     { | 
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| 287 |         if (this->weapon_) | 
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| 288 |         { | 
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| 289 |             this->muzzlePosition_ = this->weapon_->getWorldPosition() + this->weapon_->getWorldOrientation() * this->muzzleOffset_; | 
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| 290 |  | 
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| 291 |             Vector3 muzzleDirection; | 
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| 292 |             muzzleDirection = target - this->muzzlePosition_; | 
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| 293 |             this->muzzleOrientation_ = (this->weapon_->getWorldOrientation() * WorldEntity::FRONT).getRotationTo(muzzleDirection) * this->weapon_->getWorldOrientation(); | 
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| 294 |         } | 
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| 295 |         else | 
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| 296 |         { | 
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| 297 |             this->muzzlePosition_ = this->muzzleOffset_; | 
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| 298 |             this->muzzleOrientation_ = Quaternion::IDENTITY; | 
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| 299 |         } | 
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| 300 |     } | 
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| 301 |  | 
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| 302 |     Vector3 WeaponMode::getMuzzleDirection() const | 
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| 303 |     { | 
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| 304 |         if (this->weapon_) | 
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| 305 |             return (this->getMuzzleOrientation() * WorldEntity::FRONT); | 
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| 306 |         else | 
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| 307 |             return WorldEntity::FRONT; | 
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| 308 |     } | 
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| 309 |  | 
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| 310 |     void WeaponMode::setFireSound(const std::string& soundPath, const float soundVolume) | 
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| 311 |     { | 
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| 312 |         fireSoundPath_ = soundPath; | 
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| 313 |         fireSoundVolume_ = soundVolume; | 
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| 314 |     } | 
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| 315 |  | 
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| 316 |     const std::string& WeaponMode::getFireSound() | 
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| 317 |     { | 
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| 318 |         return fireSoundPath_; | 
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| 319 |     } | 
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| 320 |  | 
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| 321 |     void WeaponMode::setReloadSound(const std::string& soundPath, const float soundVolume) | 
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| 322 |     { | 
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| 323 |         reloadSoundPath_ = soundPath; | 
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| 324 |         reloadSoundVolume_ = soundVolume; | 
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| 325 |     } | 
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| 326 |  | 
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| 327 |     const std::string& WeaponMode::getReloadSound() | 
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| 328 |     { | 
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| 329 |         return reloadSoundPath_; | 
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| 330 |     } | 
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| 331 |  | 
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| 332 |     void WeaponMode::playFireSound() | 
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| 333 |     { | 
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| 334 |         WorldSound* unusedSound = nullptr; | 
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| 335 |  | 
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| 336 |         if (!GameMode::isMaster()) | 
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| 337 |         { | 
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| 338 |             return; | 
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| 339 |         } | 
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| 340 |  | 
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| 341 |         // If no sound path or no weapon was specified, then no sound is played. | 
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| 342 |         if (fireSoundPath_ == BLANKSTRING || !this->getWeapon()) | 
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| 343 |         { | 
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| 344 |             return; | 
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| 345 |         } | 
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| 346 |  | 
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| 347 |         // 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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| 348 |         for (auto sound : fireSounds_) | 
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| 349 |         { | 
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| 350 |             if( sound && !(sound->isPlaying())) | 
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| 351 |             { | 
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| 352 |                 // Unused sound found | 
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| 353 |                 unusedSound = sound; | 
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| 354 |                 break; | 
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| 355 |             } | 
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| 356 |         } | 
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| 357 |  | 
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| 358 |         // If no unused sound was found, create a new one and add it to the list | 
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| 359 |         if (!unusedSound) | 
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| 360 |         { | 
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| 361 |             unusedSound = new WorldSound(this->getContext()); | 
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| 362 |             fireSounds_.push_back(unusedSound); | 
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| 363 |             unusedSound->setLooping(false); | 
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| 364 |             unusedSound->setSource(fireSoundPath_); | 
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| 365 |             unusedSound->setVolume(fireSoundVolume_); | 
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| 366 |             this->getWeapon()->attach(unusedSound); | 
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| 367 |         } | 
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| 368 |  | 
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| 369 |         // Play the fire sound | 
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| 370 |         unusedSound->play(); | 
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| 371 |     } | 
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| 372 |  | 
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| 373 |     void WeaponMode::playReloadSound() | 
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| 374 |     { | 
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| 375 |         if (!GameMode::isMaster()) | 
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| 376 |         { | 
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| 377 |             return; | 
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| 378 |         } | 
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| 379 |  | 
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| 380 |         // If no sound path or no weapon was specified, then no sound is played. | 
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| 381 |         if (reloadSoundPath_ == BLANKSTRING || !this->getWeapon()) | 
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| 382 |         { | 
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| 383 |             return; | 
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| 384 |         } | 
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| 385 |  | 
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| 386 |         // Create a reload WorldSound if not done yet | 
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| 387 |         if (!reloadSound_) | 
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| 388 |         { | 
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| 389 |             reloadSound_ = new WorldSound(this->getContext()); | 
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| 390 |             reloadSound_->setSource(reloadSoundPath_); | 
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| 391 |             reloadSound_->setVolume(reloadSoundVolume_); | 
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| 392 |             this->getWeapon()->attach(reloadSound_); | 
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| 393 |         } | 
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| 394 |  | 
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| 395 |         // Play the reload sound | 
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| 396 |         reloadSound_->play(); | 
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| 397 |     } | 
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| 398 | } | 
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