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source: code/branches/fabienHS15/src/orxonox/weaponsystem/WeaponMode.cc @ 10685

Last change on this file since 10685 was 10650, checked in by fvultier, 9 years ago

There is now a spaceship that uses the gravity bomb. Minor documentation improvements.

  • Property svn:eol-style set to native
File size: 10.2 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Martin Polak
24 *      Fabian 'x3n' Landau
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30#include "WeaponMode.h"
31
32#include "core/CoreIncludes.h"
33#include "core/XMLPort.h"
34#include "controllers/Controller.h"
35#include "worldentities/pawns/Pawn.h"
36
37#include "Munition.h"
38#include "Weapon.h"
39#include "WeaponPack.h"
40#include "WeaponSystem.h"
41#include "WeaponSlot.h"
42
43#include "sound/WorldSound.h"
44
45namespace orxonox
46{
47    RegisterAbstractClass(WeaponMode).inheritsFrom<BaseObject>();
48
49    WeaponMode::WeaponMode(Context* context) : BaseObject(context)
50    {
51        RegisterObject(WeaponMode);
52
53        this->weapon_ = 0;
54        this->mode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED;
55
56        this->munition_ = 0;
57        this->initialMunition_ = 0;
58        this->initialMagazines_ = 0;
59        this->munitionPerShot_ = 1;
60
61        this->reloadTime_ = 0.25;
62        this->bReloading_ = false;
63        this->bAutoReload_ = true;
64        this->bParallelReload_ = true;
65
66        this->reloadTimer_.setTimer(0.0f, false, createExecutor(createFunctor(&WeaponMode::reloaded, this)));
67        this->reloadTimer_.stopTimer();
68
69        this->damage_ = 0;
70        this->healthdamage_ = 0;
71        this->shielddamage_ = 0;
72
73        this->muzzleOffset_ = Vector3::ZERO;
74        this->muzzlePosition_ = Vector3::ZERO;
75        this->muzzleOrientation_ = Quaternion::IDENTITY;
76
77        if( GameMode::isMaster() )
78        {
79            this->defSndWpnFire_ = new WorldSound(this->getContext());
80            this->defSndWpnFire_->setLooping(false);
81            this->defSndWpnFire_->setVolume(0.8f);
82            this->bSoundAttached_ = false;
83        }
84        else
85            this->defSndWpnFire_ = 0;
86    }
87
88    WeaponMode::~WeaponMode()
89    {
90        if (this->isInitialized())
91        {
92            if (this->defSndWpnFire_)
93                this->defSndWpnFire_->destroy();
94        }
95    }
96
97    void WeaponMode::XMLPort(Element& xmlelement, XMLPort::Mode mode)
98    {
99        SUPER(WeaponMode, XMLPort, xmlelement, mode);
100
101        XMLPortParam(WeaponMode, "mode",             setMode,             getMode,             xmlelement, mode);
102
103        XMLPortParam(WeaponMode, "munitiontype",     setMunitionName,     getMunitionName,     xmlelement, mode);
104        XMLPortParam(WeaponMode, "initialmunition",  setInitialMunition,  getInitialMunition,  xmlelement, mode);
105        XMLPortParam(WeaponMode, "initialmagazines", setInitialMagazines, getInitialMagazines, xmlelement, mode);
106        XMLPortParam(WeaponMode, "munitionpershot",  setMunitionPerShot,  getMunitionPerShot,  xmlelement, mode);
107
108        XMLPortParam(WeaponMode, "reloadtime",       setReloadTime,       getReloadTime,       xmlelement, mode);
109        XMLPortParam(WeaponMode, "autoreload",       setAutoReload,       getAutoReload,       xmlelement, mode).description("If true, the weapon reloads the magazine automatically");
110        XMLPortParam(WeaponMode, "parallelreload",   setParallelReload,   getParallelReload,   xmlelement, mode).description("If true, the weapon reloads in parallel to the magazine reloading");
111
112        XMLPortParam(WeaponMode, "damage",           setDamage,           getDamage,           xmlelement, mode);
113        XMLPortParam(WeaponMode, "healthdamage",     setHealthDamage,     getHealthDamage,     xmlelement, mode);
114        XMLPortParam(WeaponMode, "shielddamage",     setShieldDamage,     getShieldDamage,     xmlelement, mode);
115        XMLPortParam(WeaponMode, "muzzleoffset",     setMuzzleOffset,     getMuzzleOffset,     xmlelement, mode);
116    }
117
118    bool WeaponMode::fire(float* reloadTime)
119    {
120        (*reloadTime) = this->reloadTime_;
121        if( !this->bSoundAttached_ && GameMode::isMaster() )
122        {
123            assert(this->getWeapon());
124            this->getWeapon()->attach(this->defSndWpnFire_);
125            this->bSoundAttached_ = true;
126        }
127
128        if (!this->bReloading_ && this->munition_ && this->munition_->takeMunition(this->munitionPerShot_, this))
129        {
130            float tempReloadtime = this->reloadTime_;
131
132            if (this->bAutoReload_ && this->munition_->needReload(this))
133            {
134                if (this->munition_->reload(this))
135                {
136                    if (this->bParallelReload_)
137                        tempReloadtime = std::max(this->reloadTime_, this->munition_->getReloadTime());
138                    else
139                        tempReloadtime = this->reloadTime_ + this->munition_->getReloadTime();
140                }
141            }
142
143            this->bReloading_ = true;
144            this->reloadTimer_.setInterval(tempReloadtime);
145            this->reloadTimer_.startTimer();
146
147            if( this->defSndWpnFire_ && !(this->defSndWpnFire_->isPlaying()))
148            {
149                this->defSndWpnFire_->play();
150            }
151
152            this->fire();
153
154            return true;
155        }
156        else
157        {
158            return false;
159        }
160    }
161
162    bool WeaponMode::reload()
163    {
164        if (this->munition_ && this->munition_->reload(this))
165        {
166            if (!this->bParallelReload_)
167            {
168                this->bReloading_ = true;
169                this->reloadTimer_.setInterval(this->reloadTime_ + this->munition_->getReloadTime());
170                this->reloadTimer_.startTimer();
171            }
172
173            return true;
174        }
175
176        return false;
177    }
178
179    void WeaponMode::setMunitionType(Identifier* identifier)
180    {
181        this->munitionname_ = identifier->getName();
182        this->munitiontype_ = identifier;
183        this->updateMunition();
184    }
185
186    void WeaponMode::setMunitionName(const std::string& munitionname)
187    {
188        this->munitionname_ = munitionname;
189        Identifier* identifier = ClassByString(this->munitionname_);
190        if (identifier)
191            this->munitiontype_ = identifier;
192        else
193            orxout(internal_warning) << "No munition class defined in WeaponMode " << this->getName() << endl;
194        this->updateMunition();
195    }
196
197    void WeaponMode::updateMunition()
198    {
199        if (this->munitiontype_ && this->weapon_ && this->weapon_->getWeaponPack() && this->weapon_->getWeaponPack()->getWeaponSystem())
200        {
201            this->munition_ = this->weapon_->getWeaponPack()->getWeaponSystem()->getMunition(&this->munitiontype_);
202
203            if (this->munition_)
204            {
205                // Add the initial magazines
206                this->munition_->addMagazines(this->initialMagazines_);
207
208                // Maybe we have to reload (if this munition is used the first time or if there weren't any magazines available before)
209                if (this->munition_->needReload(this))
210                    this->munition_->reload(this, false);
211
212                // Add the initial munition
213                if (this->initialMunition_ > 0 && this->munition_->getNumMunitionInCurrentMagazine(this) == this->munition_->getMaxMunitionPerMagazine())
214                {
215                    // The current magazine is still full, so let's just add another magazine to
216                    // the stack and reduce the current magazine to the given amount of munition
217
218                    unsigned int initialmunition = this->initialMunition_;
219                    if (initialmunition > this->munition_->getMaxMunitionPerMagazine())
220                        initialmunition = this->munition_->getMaxMunitionPerMagazine();
221
222                    this->munition_->takeMunition(this->munition_->getMaxMunitionPerMagazine() - initialmunition, this);
223                    this->munition_->addMagazines(1);
224                }
225                else
226                {
227                    // The current magazine isn't full, add the munition directly
228
229                    this->munition_->addMunition(this->initialMunition_);
230                }
231            }
232        }
233        else
234            this->munition_ = 0;
235    }
236
237    void WeaponMode::reloaded()
238    {
239        if( this->defSndWpnFire_ && this->defSndWpnFire_->isPlaying())
240        {
241            this->defSndWpnFire_->stop();
242        }
243        this->bReloading_ = false;
244    }
245
246    void WeaponMode::computeMuzzleParameters(const Vector3& target)
247    {
248        if (this->weapon_)
249        {
250            this->muzzlePosition_ = this->weapon_->getWorldPosition() + this->weapon_->getWorldOrientation() * this->muzzleOffset_;
251
252            Vector3 muzzleDirection;
253            muzzleDirection = target - this->muzzlePosition_;
254            this->muzzleOrientation_ = (this->weapon_->getWorldOrientation() * WorldEntity::FRONT).getRotationTo(muzzleDirection) * this->weapon_->getWorldOrientation();
255        }
256        else
257        {
258            this->muzzlePosition_ = this->muzzleOffset_;
259            this->muzzleOrientation_ = Quaternion::IDENTITY;
260        }
261    }
262
263    Vector3 WeaponMode::getMuzzleDirection() const
264    {
265        if (this->weapon_)
266            return (this->getMuzzleOrientation() * WorldEntity::FRONT);
267        else
268            return WorldEntity::FRONT;
269    }
270
271    void WeaponMode::setDefaultSound(const std::string& soundPath)
272    {
273        if( this->defSndWpnFire_ )
274            this->defSndWpnFire_->setSource(soundPath);
275    }
276
277    const std::string& WeaponMode::getDefaultSound()
278    {
279        if( this->defSndWpnFire_ )
280            return this->defSndWpnFire_->getSource();
281        else
282            return BLANKSTRING;
283    }
284
285    void WeaponMode::setDefaultSoundWithVolume(const std::string& soundPath, const float soundVolume){
286        if (this->defSndWpnFire_) {
287            this->defSndWpnFire_->setSource(soundPath);
288            this->defSndWpnFire_->setVolume(soundVolume);
289        }
290    }
291
292}
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