| [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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 | 26 |  *      ... | 
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 | 27 |  * | 
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 | 28 |  */ | 
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 | 29 |  | 
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 | 30 | #include "WeaponMode.h" | 
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 | 31 |  | 
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 | 32 | #include "core/CoreIncludes.h" | 
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 | 33 | #include "core/XMLPort.h" | 
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| [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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| [10624] | 47 |     RegisterAbstractClass(WeaponMode).inheritsFrom<BaseObject>(); | 
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| [9667] | 48 |  | 
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 | 49 |     WeaponMode::WeaponMode(Context* context) : BaseObject(context) | 
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| [2918] | 50 |     { | 
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 | 51 |         RegisterObject(WeaponMode); | 
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 | 52 |  | 
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| [11071] | 53 |         this->weapon_ = nullptr; | 
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| [2918] | 54 |         this->mode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED; | 
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 | 55 |  | 
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| [11071] | 56 |         this->munition_ = nullptr; | 
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| [2918] | 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 |  | 
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| [5929] | 66 |         this->reloadTimer_.setTimer(0.0f, false, createExecutor(createFunctor(&WeaponMode::reloaded, this))); | 
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| [2918] | 67 |         this->reloadTimer_.stopTimer(); | 
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 | 68 |  | 
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 | 69 |         this->damage_ = 0; | 
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| [8706] | 70 |         this->healthdamage_ = 0; | 
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 | 71 |         this->shielddamage_ = 0; | 
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| [6417] | 72 |  | 
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| [2918] | 73 |         this->muzzleOffset_ = Vector3::ZERO; | 
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| [6417] | 74 |         this->muzzlePosition_ = Vector3::ZERO; | 
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 | 75 |         this->muzzleOrientation_ = Quaternion::IDENTITY; | 
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 | 76 |  | 
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| [11052] | 77 |         hudImageString_ = "Orxonox/WSHUD_WM_Unknown"; | 
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 | 78 |  | 
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| [11108] | 79 |         this->fireSoundPath_ = BLANKSTRING; | 
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 | 80 |         this->fireSoundVolume_ = 1.0; | 
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 | 81 |         this->fireSounds_.clear(); | 
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 | 82 |  | 
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 | 83 |         this->reloadSoundPath_ = BLANKSTRING; | 
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 | 84 |         this->reloadSoundVolume_ = 1.0; | 
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 | 85 |         this->reloadSound_ = nullptr; | 
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| [2918] | 86 |     } | 
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 | 87 |  | 
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 | 88 |     WeaponMode::~WeaponMode() | 
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 | 89 |     { | 
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| [6417] | 90 |         if (this->isInitialized()) | 
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 | 91 |         { | 
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| [11108] | 92 |             for (auto sound : fireSounds_) | 
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 | 93 |             { | 
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 | 94 |                 sound->destroy(); | 
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 | 95 |             } | 
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| [6417] | 96 |         } | 
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| [2918] | 97 |     } | 
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 | 98 |  | 
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 | 99 |     void WeaponMode::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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 | 100 |     { | 
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 | 101 |         SUPER(WeaponMode, XMLPort, xmlelement, mode); | 
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 | 102 |  | 
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 | 103 |         XMLPortParam(WeaponMode, "mode",             setMode,             getMode,             xmlelement, mode); | 
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 | 104 |  | 
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 | 105 |         XMLPortParam(WeaponMode, "munitiontype",     setMunitionName,     getMunitionName,     xmlelement, mode); | 
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 | 106 |         XMLPortParam(WeaponMode, "initialmunition",  setInitialMunition,  getInitialMunition,  xmlelement, mode); | 
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 | 107 |         XMLPortParam(WeaponMode, "initialmagazines", setInitialMagazines, getInitialMagazines, xmlelement, mode); | 
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 | 108 |         XMLPortParam(WeaponMode, "munitionpershot",  setMunitionPerShot,  getMunitionPerShot,  xmlelement, mode); | 
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 | 109 |  | 
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 | 110 |         XMLPortParam(WeaponMode, "reloadtime",       setReloadTime,       getReloadTime,       xmlelement, mode); | 
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 | 111 |         XMLPortParam(WeaponMode, "autoreload",       setAutoReload,       getAutoReload,       xmlelement, mode).description("If true, the weapon reloads the magazine automatically"); | 
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 | 112 |         XMLPortParam(WeaponMode, "parallelreload",   setParallelReload,   getParallelReload,   xmlelement, mode).description("If true, the weapon reloads in parallel to the magazine reloading"); | 
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 | 113 |  | 
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 | 114 |         XMLPortParam(WeaponMode, "damage",           setDamage,           getDamage,           xmlelement, mode); | 
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| [8706] | 115 |         XMLPortParam(WeaponMode, "healthdamage",     setHealthDamage,     getHealthDamage,     xmlelement, mode); | 
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 | 116 |         XMLPortParam(WeaponMode, "shielddamage",     setShieldDamage,     getShieldDamage,     xmlelement, mode); | 
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| [2918] | 117 |         XMLPortParam(WeaponMode, "muzzleoffset",     setMuzzleOffset,     getMuzzleOffset,     xmlelement, mode); | 
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 | 118 |     } | 
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 | 119 |  | 
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 | 120 |     bool WeaponMode::fire(float* reloadTime) | 
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 | 121 |     { | 
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 | 122 |         (*reloadTime) = this->reloadTime_; | 
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| [11052] | 123 |          | 
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 | 124 |         // Fireing is only possible if this weapon mode is not reloading and there is enough munition | 
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| [2918] | 125 |         if (!this->bReloading_ && this->munition_ && this->munition_->takeMunition(this->munitionPerShot_, this)) | 
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 | 126 |         { | 
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| [10650] | 127 |             float tempReloadtime = this->reloadTime_; | 
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| [2918] | 128 |  | 
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 | 129 |             if (this->bAutoReload_ && this->munition_->needReload(this)) | 
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 | 130 |             { | 
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 | 131 |                 if (this->munition_->reload(this)) | 
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 | 132 |                 { | 
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| [11052] | 133 |                     // If true, the weapon reloads in parallel to the magazine reloading | 
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| [7847] | 134 |                     if (this->bParallelReload_) | 
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| [11052] | 135 |                     { | 
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 | 136 |                         // The time needed to reload is the maximum of the reload time of the weapon mode and the magazine. | 
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| [10650] | 137 |                         tempReloadtime = std::max(this->reloadTime_, this->munition_->getReloadTime()); | 
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| [11052] | 138 |                     }                         | 
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| [7847] | 139 |                     else | 
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| [11052] | 140 |                     { | 
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 | 141 |                         // The time needed to reload is the sum of the reload time of the weapon mode and the magazine. | 
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| [10650] | 142 |                         tempReloadtime = this->reloadTime_ + this->munition_->getReloadTime(); | 
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| [11108] | 143 |                     } | 
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 | 144 |                     playReloadSound(); | 
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| [2918] | 145 |                 } | 
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 | 146 |             } | 
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 | 147 |  | 
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| [11108] | 148 |             // For stacked munition, a reload sound is played after every fired projectile | 
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 | 149 |             if (this->munition_->getMunitionDeployment() == MunitionDeployment::Stack) | 
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 | 150 |             { | 
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 | 151 |                 playReloadSound(); | 
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 | 152 |             } | 
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 | 153 |  | 
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| [11052] | 154 |             // Mark this weapon mode as reloading and start the reload timer | 
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| [2918] | 155 |             this->bReloading_ = true; | 
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| [10650] | 156 |             this->reloadTimer_.setInterval(tempReloadtime); | 
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| [2918] | 157 |             this->reloadTimer_.startTimer(); | 
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 | 158 |  | 
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| [11108] | 159 |             // Play the fire sound and fire the weapon mode | 
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 | 160 |             this->playFireSound(); | 
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| [2918] | 161 |             this->fire(); | 
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 | 162 |  | 
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 | 163 |             return true; | 
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 | 164 |         } | 
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 | 165 |         else | 
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 | 166 |         { | 
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 | 167 |             return false; | 
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 | 168 |         } | 
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 | 169 |     } | 
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 | 170 |  | 
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 | 171 |     bool WeaponMode::reload() | 
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 | 172 |     { | 
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 | 173 |         if (this->munition_ && this->munition_->reload(this)) | 
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 | 174 |         { | 
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 | 175 |             if (!this->bParallelReload_) | 
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 | 176 |             { | 
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 | 177 |                 this->bReloading_ = true; | 
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 | 178 |                 this->reloadTimer_.setInterval(this->reloadTime_ + this->munition_->getReloadTime()); | 
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 | 179 |                 this->reloadTimer_.startTimer(); | 
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 | 180 |             } | 
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 | 181 |  | 
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 | 182 |             return true; | 
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 | 183 |         } | 
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 | 184 |  | 
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 | 185 |         return false; | 
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 | 186 |     } | 
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 | 187 |  | 
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 | 188 |     void WeaponMode::setMunitionType(Identifier* identifier) | 
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 | 189 |     { | 
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 | 190 |         this->munitionname_ = identifier->getName(); | 
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 | 191 |         this->munitiontype_ = identifier; | 
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 | 192 |         this->updateMunition(); | 
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 | 193 |     } | 
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 | 194 |  | 
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 | 195 |     void WeaponMode::setMunitionName(const std::string& munitionname) | 
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 | 196 |     { | 
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 | 197 |         this->munitionname_ = munitionname; | 
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| [6417] | 198 |         Identifier* identifier = ClassByString(this->munitionname_); | 
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 | 199 |         if (identifier) | 
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 | 200 |             this->munitiontype_ = identifier; | 
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 | 201 |         else | 
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| [8858] | 202 |             orxout(internal_warning) << "No munition class defined in WeaponMode " << this->getName() << endl; | 
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| [2918] | 203 |         this->updateMunition(); | 
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 | 204 |     } | 
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 | 205 |  | 
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 | 206 |     void WeaponMode::updateMunition() | 
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 | 207 |     { | 
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 | 208 |         if (this->munitiontype_ && this->weapon_ && this->weapon_->getWeaponPack() && this->weapon_->getWeaponPack()->getWeaponSystem()) | 
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 | 209 |         { | 
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 | 210 |             this->munition_ = this->weapon_->getWeaponPack()->getWeaponSystem()->getMunition(&this->munitiontype_); | 
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 | 211 |  | 
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 | 212 |             if (this->munition_) | 
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 | 213 |             { | 
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 | 214 |                 // Add the initial magazines | 
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 | 215 |                 this->munition_->addMagazines(this->initialMagazines_); | 
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 | 216 |  | 
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 | 217 |                 // 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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 | 218 |                 if (this->munition_->needReload(this)) | 
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 | 219 |                     this->munition_->reload(this, false); | 
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 | 220 |  | 
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 | 221 |                 // Add the initial munition | 
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 | 222 |                 if (this->initialMunition_ > 0 && this->munition_->getNumMunitionInCurrentMagazine(this) == this->munition_->getMaxMunitionPerMagazine()) | 
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 | 223 |                 { | 
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 | 224 |                     // The current magazine is still full, so let's just add another magazine to | 
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 | 225 |                     // the stack and reduce the current magazine to the given amount of munition | 
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 | 226 |  | 
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 | 227 |                     unsigned int initialmunition = this->initialMunition_; | 
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 | 228 |                     if (initialmunition > this->munition_->getMaxMunitionPerMagazine()) | 
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 | 229 |                         initialmunition = this->munition_->getMaxMunitionPerMagazine(); | 
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 | 230 |  | 
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 | 231 |                     this->munition_->takeMunition(this->munition_->getMaxMunitionPerMagazine() - initialmunition, this); | 
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 | 232 |                     this->munition_->addMagazines(1); | 
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 | 233 |                 } | 
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 | 234 |                 else | 
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 | 235 |                 { | 
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 | 236 |                     // The current magazine isn't full, add the munition directly | 
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 | 237 |  | 
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 | 238 |                     this->munition_->addMunition(this->initialMunition_); | 
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 | 239 |                 } | 
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 | 240 |             } | 
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 | 241 |         } | 
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 | 242 |         else | 
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| [11052] | 243 |         { | 
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| [11071] | 244 |             this->munition_ = nullptr; | 
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| [11052] | 245 |         } | 
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| [2918] | 246 |     } | 
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 | 247 |  | 
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 | 248 |     void WeaponMode::reloaded() | 
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 | 249 |     { | 
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 | 250 |         this->bReloading_ = false; | 
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 | 251 |     } | 
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 | 252 |  | 
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| [6417] | 253 |     void WeaponMode::computeMuzzleParameters(const Vector3& target) | 
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| [2918] | 254 |     { | 
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 | 255 |         if (this->weapon_) | 
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| [6417] | 256 |         { | 
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 | 257 |             this->muzzlePosition_ = this->weapon_->getWorldPosition() + this->weapon_->getWorldOrientation() * this->muzzleOffset_; | 
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 | 258 |  | 
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 | 259 |             Vector3 muzzleDirection; | 
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 | 260 |             muzzleDirection = target - this->muzzlePosition_; | 
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 | 261 |             this->muzzleOrientation_ = (this->weapon_->getWorldOrientation() * WorldEntity::FRONT).getRotationTo(muzzleDirection) * this->weapon_->getWorldOrientation(); | 
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 | 262 |         } | 
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| [2918] | 263 |         else | 
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| [6417] | 264 |         { | 
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 | 265 |             this->muzzlePosition_ = this->muzzleOffset_; | 
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 | 266 |             this->muzzleOrientation_ = Quaternion::IDENTITY; | 
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 | 267 |         } | 
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| [2918] | 268 |     } | 
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 | 269 |  | 
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| [6417] | 270 |     Vector3 WeaponMode::getMuzzleDirection() const | 
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| [2918] | 271 |     { | 
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 | 272 |         if (this->weapon_) | 
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| [6417] | 273 |             return (this->getMuzzleOrientation() * WorldEntity::FRONT); | 
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| [2918] | 274 |         else | 
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| [6417] | 275 |             return WorldEntity::FRONT; | 
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| [2918] | 276 |     } | 
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 | 277 |  | 
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| [11108] | 278 |     void WeaponMode::setFireSound(const std::string& soundPath, const float soundVolume) | 
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| [2918] | 279 |     { | 
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| [11108] | 280 |         fireSoundPath_ = soundPath; | 
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 | 281 |         fireSoundVolume_ = soundVolume; | 
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| [6417] | 282 |     } | 
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 | 283 |  | 
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| [11108] | 284 |     const std::string& WeaponMode::getFireSound() | 
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| [6417] | 285 |     { | 
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| [11108] | 286 |         return fireSoundPath_; | 
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| [2918] | 287 |     } | 
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| [7163] | 288 |  | 
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| [11108] | 289 |     void WeaponMode::setReloadSound(const std::string& soundPath, const float soundVolume) | 
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| [11052] | 290 |     { | 
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| [11108] | 291 |         reloadSoundPath_ = soundPath; | 
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 | 292 |         reloadSoundVolume_ = soundVolume; | 
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 | 293 |     } | 
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 | 294 |  | 
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 | 295 |     const std::string& WeaponMode::getReloadSound() | 
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 | 296 |     { | 
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 | 297 |         return reloadSoundPath_; | 
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 | 298 |     } | 
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 | 299 |  | 
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 | 300 |     void WeaponMode::playFireSound() | 
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 | 301 |     { | 
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 | 302 |         WorldSound* unusedSound = nullptr; | 
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 | 303 |  | 
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 | 304 |         if (!GameMode::isMaster()) | 
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| [11052] | 305 |         { | 
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| [11108] | 306 |             return; | 
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| [7163] | 307 |         } | 
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| [11108] | 308 |  | 
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 | 309 |         // If no sound path or no weapon was specified, then no sound is played. | 
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 | 310 |         if (fireSoundPath_ == BLANKSTRING || !this->getWeapon()) | 
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 | 311 |         { | 
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 | 312 |             return; | 
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 | 313 |         } | 
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 | 314 |  | 
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 | 315 |         // 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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 | 316 |         for (auto sound : fireSounds_) | 
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 | 317 |         { | 
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 | 318 |             if( sound && !(sound->isPlaying())) | 
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 | 319 |             { | 
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 | 320 |                 // Unused sound found | 
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 | 321 |                 unusedSound = sound; | 
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 | 322 |                 break; | 
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 | 323 |             } | 
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 | 324 |         } | 
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 | 325 |  | 
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 | 326 |         // If no unused sound was found, create a new one and add it to the list | 
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 | 327 |         if (!unusedSound) | 
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 | 328 |         { | 
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 | 329 |             unusedSound = new WorldSound(this->getContext()); | 
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 | 330 |             fireSounds_.push_back(unusedSound); | 
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 | 331 |             unusedSound->setLooping(false); | 
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 | 332 |             unusedSound->setSource(fireSoundPath_); | 
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 | 333 |             unusedSound->setVolume(fireSoundVolume_); | 
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 | 334 |             this->getWeapon()->attach(unusedSound); | 
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 | 335 |         } | 
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 | 336 |  | 
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 | 337 |         // Play the fire sound | 
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 | 338 |         unusedSound->play(); | 
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| [7163] | 339 |     } | 
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 | 340 |  | 
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| [11108] | 341 |     void WeaponMode::playReloadSound() | 
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 | 342 |     { | 
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 | 343 |         if (!GameMode::isMaster()) | 
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 | 344 |         { | 
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 | 345 |             return; | 
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 | 346 |         } | 
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 | 347 |  | 
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 | 348 |         // If no sound path or no weapon was specified, then no sound is played. | 
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 | 349 |         if (reloadSoundPath_ == BLANKSTRING || !this->getWeapon()) | 
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 | 350 |         { | 
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 | 351 |             return; | 
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 | 352 |         } | 
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 | 353 |  | 
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 | 354 |         // Create a reload WorldSound if not done yet | 
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 | 355 |         if (!reloadSound_) | 
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 | 356 |         { | 
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 | 357 |             reloadSound_ = new WorldSound(this->getContext()); | 
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 | 358 |             reloadSound_->setSource(reloadSoundPath_); | 
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 | 359 |             reloadSound_->setVolume(reloadSoundVolume_); | 
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 | 360 |             this->getWeapon()->attach(reloadSound_); | 
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 | 361 |         } | 
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 | 362 |  | 
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 | 363 |         // Play the reload sound | 
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 | 364 |         reloadSound_->play(); | 
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 | 365 |     } | 
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| [2918] | 366 | } | 
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