| [2918] | 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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| [8006] | 26 | *      ... | 
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| [2918] | 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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| [6417] | 34 | #include "controllers/Controller.h" | 
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|  | 35 | #include "worldentities/pawns/Pawn.h" | 
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| [2918] | 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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| [6417] | 41 | #include "WeaponSlot.h" | 
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| [2918] | 42 |  | 
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| [6417] | 43 | #include "sound/WorldSound.h" | 
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|  | 44 |  | 
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| [2918] | 45 | namespace orxonox | 
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|  | 46 | { | 
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|  | 47 | WeaponMode::WeaponMode(BaseObject* creator) : BaseObject(creator) | 
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|  | 48 | { | 
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|  | 49 | RegisterObject(WeaponMode); | 
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|  | 50 |  | 
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|  | 51 | this->weapon_ = 0; | 
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|  | 52 | this->mode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED; | 
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|  | 53 |  | 
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|  | 54 | this->munition_ = 0; | 
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|  | 55 | this->initialMunition_ = 0; | 
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|  | 56 | this->initialMagazines_ = 0; | 
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|  | 57 | this->munitionPerShot_ = 1; | 
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|  | 58 |  | 
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|  | 59 | this->reloadTime_ = 0.25; | 
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|  | 60 | this->bReloading_ = false; | 
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|  | 61 | this->bAutoReload_ = true; | 
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|  | 62 | this->bParallelReload_ = true; | 
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|  | 63 |  | 
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| [5929] | 64 | this->reloadTimer_.setTimer(0.0f, false, createExecutor(createFunctor(&WeaponMode::reloaded, this))); | 
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| [2918] | 65 | this->reloadTimer_.stopTimer(); | 
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|  | 66 |  | 
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|  | 67 | this->damage_ = 0; | 
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| [6417] | 68 |  | 
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| [2918] | 69 | this->muzzleOffset_ = Vector3::ZERO; | 
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| [6417] | 70 | this->muzzlePosition_ = Vector3::ZERO; | 
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|  | 71 | this->muzzleOrientation_ = Quaternion::IDENTITY; | 
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|  | 72 |  | 
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|  | 73 | if( GameMode::isMaster() ) | 
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|  | 74 | { | 
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|  | 75 | this->defSndWpnFire_ = new WorldSound(this); | 
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|  | 76 | this->defSndWpnFire_->setLooping(false); | 
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|  | 77 | this->bSoundAttached_ = false; | 
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|  | 78 | } | 
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|  | 79 | else | 
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|  | 80 | this->defSndWpnFire_ = 0; | 
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| [2918] | 81 | } | 
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|  | 82 |  | 
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|  | 83 | WeaponMode::~WeaponMode() | 
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|  | 84 | { | 
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| [6417] | 85 | if (this->isInitialized()) | 
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|  | 86 | { | 
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|  | 87 | if (this->defSndWpnFire_) | 
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|  | 88 | this->defSndWpnFire_->destroy(); | 
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|  | 89 | } | 
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| [2918] | 90 | } | 
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|  | 91 |  | 
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|  | 92 | void WeaponMode::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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|  | 93 | { | 
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|  | 94 | SUPER(WeaponMode, XMLPort, xmlelement, mode); | 
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|  | 95 |  | 
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|  | 96 | XMLPortParam(WeaponMode, "mode",             setMode,             getMode,             xmlelement, mode); | 
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|  | 97 |  | 
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|  | 98 | XMLPortParam(WeaponMode, "munitiontype",     setMunitionName,     getMunitionName,     xmlelement, mode); | 
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|  | 99 | XMLPortParam(WeaponMode, "initialmunition",  setInitialMunition,  getInitialMunition,  xmlelement, mode); | 
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|  | 100 | XMLPortParam(WeaponMode, "initialmagazines", setInitialMagazines, getInitialMagazines, xmlelement, mode); | 
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|  | 101 | XMLPortParam(WeaponMode, "munitionpershot",  setMunitionPerShot,  getMunitionPerShot,  xmlelement, mode); | 
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|  | 102 |  | 
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|  | 103 | XMLPortParam(WeaponMode, "reloadtime",       setReloadTime,       getReloadTime,       xmlelement, mode); | 
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|  | 104 | XMLPortParam(WeaponMode, "autoreload",       setAutoReload,       getAutoReload,       xmlelement, mode).description("If true, the weapon reloads the magazine automatically"); | 
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|  | 105 | XMLPortParam(WeaponMode, "parallelreload",   setParallelReload,   getParallelReload,   xmlelement, mode).description("If true, the weapon reloads in parallel to the magazine reloading"); | 
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|  | 106 |  | 
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|  | 107 | XMLPortParam(WeaponMode, "damage",           setDamage,           getDamage,           xmlelement, mode); | 
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|  | 108 | XMLPortParam(WeaponMode, "muzzleoffset",     setMuzzleOffset,     getMuzzleOffset,     xmlelement, mode); | 
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|  | 109 | } | 
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|  | 110 |  | 
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|  | 111 | bool WeaponMode::fire(float* reloadTime) | 
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|  | 112 | { | 
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|  | 113 | (*reloadTime) = this->reloadTime_; | 
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| [6417] | 114 | if( !this->bSoundAttached_ && GameMode::isMaster() ) | 
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|  | 115 | { | 
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|  | 116 | assert(this->getWeapon()); | 
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|  | 117 | this->getWeapon()->attach(this->defSndWpnFire_); | 
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|  | 118 | this->bSoundAttached_ = true; | 
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|  | 119 | } | 
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| [2918] | 120 |  | 
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|  | 121 | if (!this->bReloading_ && this->munition_ && this->munition_->takeMunition(this->munitionPerShot_, this)) | 
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|  | 122 | { | 
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|  | 123 | float reloadtime = this->reloadTime_; | 
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|  | 124 |  | 
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|  | 125 | if (this->bAutoReload_ && this->munition_->needReload(this)) | 
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|  | 126 | { | 
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|  | 127 | if (this->munition_->reload(this)) | 
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|  | 128 | { | 
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| [7847] | 129 | if (this->bParallelReload_) | 
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|  | 130 | reloadtime = std::max(this->reloadTime_, this->munition_->getReloadTime()); | 
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|  | 131 | else | 
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|  | 132 | reloadtime = this->reloadTime_ + this->munition_->getReloadTime(); | 
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| [2918] | 133 | } | 
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|  | 134 | } | 
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|  | 135 |  | 
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|  | 136 | this->bReloading_ = true; | 
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|  | 137 | this->reloadTimer_.setInterval(reloadtime); | 
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|  | 138 | this->reloadTimer_.startTimer(); | 
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|  | 139 |  | 
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| [6417] | 140 | if( this->defSndWpnFire_ && !(this->defSndWpnFire_->isPlaying())) | 
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|  | 141 | { | 
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|  | 142 | this->defSndWpnFire_->play(); | 
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|  | 143 | } | 
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|  | 144 |  | 
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| [2918] | 145 | this->fire(); | 
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|  | 146 |  | 
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|  | 147 | return true; | 
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|  | 148 | } | 
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|  | 149 | else | 
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|  | 150 | { | 
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|  | 151 | return false; | 
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|  | 152 | } | 
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|  | 153 | } | 
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|  | 154 |  | 
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|  | 155 | bool WeaponMode::reload() | 
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|  | 156 | { | 
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|  | 157 | if (this->munition_ && this->munition_->reload(this)) | 
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|  | 158 | { | 
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|  | 159 | if (!this->bParallelReload_) | 
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|  | 160 | { | 
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|  | 161 | this->bReloading_ = true; | 
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|  | 162 | this->reloadTimer_.setInterval(this->reloadTime_ + this->munition_->getReloadTime()); | 
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|  | 163 | this->reloadTimer_.startTimer(); | 
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|  | 164 | } | 
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|  | 165 |  | 
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|  | 166 | return true; | 
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|  | 167 | } | 
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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 | void WeaponMode::setMunitionType(Identifier* identifier) | 
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|  | 173 | { | 
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|  | 174 | this->munitionname_ = identifier->getName(); | 
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|  | 175 | this->munitiontype_ = identifier; | 
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|  | 176 | this->updateMunition(); | 
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|  | 177 | } | 
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|  | 178 |  | 
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|  | 179 | void WeaponMode::setMunitionName(const std::string& munitionname) | 
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|  | 180 | { | 
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|  | 181 | this->munitionname_ = munitionname; | 
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| [6417] | 182 | Identifier* identifier = ClassByString(this->munitionname_); | 
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|  | 183 | if (identifier) | 
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|  | 184 | this->munitiontype_ = identifier; | 
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|  | 185 | else | 
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|  | 186 | COUT(2) << "Warning: No munition class defined in WeaponMode " << this->getName() << std::endl; | 
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| [2918] | 187 | this->updateMunition(); | 
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|  | 188 | } | 
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|  | 189 |  | 
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|  | 190 | void WeaponMode::updateMunition() | 
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|  | 191 | { | 
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|  | 192 | if (this->munitiontype_ && this->weapon_ && this->weapon_->getWeaponPack() && this->weapon_->getWeaponPack()->getWeaponSystem()) | 
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|  | 193 | { | 
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|  | 194 | this->munition_ = this->weapon_->getWeaponPack()->getWeaponSystem()->getMunition(&this->munitiontype_); | 
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|  | 195 |  | 
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|  | 196 | if (this->munition_) | 
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|  | 197 | { | 
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|  | 198 | // Add the initial magazines | 
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|  | 199 | this->munition_->addMagazines(this->initialMagazines_); | 
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|  | 200 |  | 
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|  | 201 | // 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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|  | 202 | if (this->munition_->needReload(this)) | 
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|  | 203 | this->munition_->reload(this, false); | 
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|  | 204 |  | 
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|  | 205 | // Add the initial munition | 
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|  | 206 | if (this->initialMunition_ > 0 && this->munition_->getNumMunitionInCurrentMagazine(this) == this->munition_->getMaxMunitionPerMagazine()) | 
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|  | 207 | { | 
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|  | 208 | // The current magazine is still full, so let's just add another magazine to | 
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|  | 209 | // the stack and reduce the current magazine to the given amount of munition | 
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|  | 210 |  | 
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|  | 211 | unsigned int initialmunition = this->initialMunition_; | 
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|  | 212 | if (initialmunition > this->munition_->getMaxMunitionPerMagazine()) | 
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|  | 213 | initialmunition = this->munition_->getMaxMunitionPerMagazine(); | 
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|  | 214 |  | 
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|  | 215 | this->munition_->takeMunition(this->munition_->getMaxMunitionPerMagazine() - initialmunition, this); | 
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|  | 216 | this->munition_->addMagazines(1); | 
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|  | 217 | } | 
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|  | 218 | else | 
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|  | 219 | { | 
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|  | 220 | // The current magazine isn't full, add the munition directly | 
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|  | 221 |  | 
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|  | 222 | this->munition_->addMunition(this->initialMunition_); | 
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|  | 223 | } | 
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|  | 224 | } | 
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|  | 225 | } | 
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|  | 226 | else | 
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|  | 227 | this->munition_ = 0; | 
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|  | 228 | } | 
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|  | 229 |  | 
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|  | 230 | void WeaponMode::reloaded() | 
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|  | 231 | { | 
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| [6417] | 232 | if( this->defSndWpnFire_ && this->defSndWpnFire_->isPlaying()) | 
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|  | 233 | { | 
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|  | 234 | this->defSndWpnFire_->stop(); | 
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|  | 235 | } | 
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| [2918] | 236 | this->bReloading_ = false; | 
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|  | 237 | } | 
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|  | 238 |  | 
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| [6417] | 239 | void WeaponMode::computeMuzzleParameters(const Vector3& target) | 
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| [2918] | 240 | { | 
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|  | 241 | if (this->weapon_) | 
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| [6417] | 242 | { | 
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|  | 243 | this->muzzlePosition_ = this->weapon_->getWorldPosition() + this->weapon_->getWorldOrientation() * this->muzzleOffset_; | 
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|  | 244 |  | 
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|  | 245 | Vector3 muzzleDirection; | 
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|  | 246 | muzzleDirection = target - this->muzzlePosition_; | 
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|  | 247 | //             COUT(0) << "muzzleDirection " << muzzleDirection << endl; | 
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|  | 248 | this->muzzleOrientation_ = (this->weapon_->getWorldOrientation() * WorldEntity::FRONT).getRotationTo(muzzleDirection) * this->weapon_->getWorldOrientation(); | 
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|  | 249 | } | 
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| [2918] | 250 | else | 
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| [6417] | 251 | { | 
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|  | 252 | this->muzzlePosition_ = this->muzzleOffset_; | 
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|  | 253 | this->muzzleOrientation_ = Quaternion::IDENTITY; | 
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|  | 254 | } | 
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| [2918] | 255 | } | 
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|  | 256 |  | 
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| [6417] | 257 | Vector3 WeaponMode::getMuzzleDirection() const | 
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| [2918] | 258 | { | 
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|  | 259 | if (this->weapon_) | 
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| [6417] | 260 | return (this->getMuzzleOrientation() * WorldEntity::FRONT); | 
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| [2918] | 261 | else | 
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| [6417] | 262 | return WorldEntity::FRONT; | 
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| [2918] | 263 | } | 
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|  | 264 |  | 
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| [6417] | 265 | void WeaponMode::setDefaultSound(const std::string& soundPath) | 
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| [2918] | 266 | { | 
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| [6417] | 267 | if( this->defSndWpnFire_ ) | 
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|  | 268 | this->defSndWpnFire_->setSource(soundPath); | 
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|  | 269 | } | 
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|  | 270 |  | 
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|  | 271 | const std::string& WeaponMode::getDefaultSound() | 
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|  | 272 | { | 
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|  | 273 | if( this->defSndWpnFire_ ) | 
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|  | 274 | return this->defSndWpnFire_->getSource(); | 
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| [2918] | 275 | else | 
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| [6417] | 276 | return BLANKSTRING; | 
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| [2918] | 277 | } | 
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| [7163] | 278 |  | 
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|  | 279 | void WeaponMode::setDefaultSoundWithVolume(const std::string& soundPath, const float soundVolume){ | 
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|  | 280 | if (this->defSndWpnFire_) { | 
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|  | 281 | this->defSndWpnFire_->setSource(soundPath); | 
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|  | 282 | this->defSndWpnFire_->setVolume(soundVolume); | 
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|  | 283 | } | 
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|  | 284 | } | 
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|  | 285 |  | 
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| [2918] | 286 | } | 
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