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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