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source: code/branches/presentation/src/orxonox/weaponsystem/WeaponMode.cc @ 8988

Last change on this file since 8988 was 8580, checked in by dafrick, 13 years ago

Merging game immersion branch into presentation branch.

  • 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    WeaponMode::WeaponMode(BaseObject* creator) : BaseObject(creator)
48    {
49        RegisterObject(WeaponMode);
50
51        this->weapon_ = 0;
52        this->mode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED;
53
54        this->munition_ = 0;
55        this->initialMunition_ = 0;
56        this->initialMagazines_ = 0;
57        this->munitionPerShot_ = 1;
58
59        this->reloadTime_ = 0.25;
60        this->bReloading_ = false;
61        this->bAutoReload_ = true;
62        this->bParallelReload_ = true;
63
64        this->reloadTimer_.setTimer(0.0f, false, createExecutor(createFunctor(&WeaponMode::reloaded, this)));
65        this->reloadTimer_.stopTimer();
66
67        this->damage_ = 0;
68        this->healthdamage_ = 0;
69        this->shielddamage_ = 0;
70
71        this->muzzleOffset_ = Vector3::ZERO;
72        this->muzzlePosition_ = Vector3::ZERO;
73        this->muzzleOrientation_ = Quaternion::IDENTITY;
74
75        if( GameMode::isMaster() )
76        {
77            this->defSndWpnFire_ = new WorldSound(this);
78            this->defSndWpnFire_->setLooping(false);
79            this->bSoundAttached_ = false;
80        }
81        else
82            this->defSndWpnFire_ = 0;
83    }
84
85    WeaponMode::~WeaponMode()
86    {
87        if (this->isInitialized())
88        {
89            if (this->defSndWpnFire_)
90                this->defSndWpnFire_->destroy();
91        }
92    }
93
94    void WeaponMode::XMLPort(Element& xmlelement, XMLPort::Mode mode)
95    {
96        SUPER(WeaponMode, XMLPort, xmlelement, mode);
97
98        XMLPortParam(WeaponMode, "mode",             setMode,             getMode,             xmlelement, mode);
99
100        XMLPortParam(WeaponMode, "munitiontype",     setMunitionName,     getMunitionName,     xmlelement, mode);
101        XMLPortParam(WeaponMode, "initialmunition",  setInitialMunition,  getInitialMunition,  xmlelement, mode);
102        XMLPortParam(WeaponMode, "initialmagazines", setInitialMagazines, getInitialMagazines, xmlelement, mode);
103        XMLPortParam(WeaponMode, "munitionpershot",  setMunitionPerShot,  getMunitionPerShot,  xmlelement, mode);
104
105        XMLPortParam(WeaponMode, "reloadtime",       setReloadTime,       getReloadTime,       xmlelement, mode);
106        XMLPortParam(WeaponMode, "autoreload",       setAutoReload,       getAutoReload,       xmlelement, mode).description("If true, the weapon reloads the magazine automatically");
107        XMLPortParam(WeaponMode, "parallelreload",   setParallelReload,   getParallelReload,   xmlelement, mode).description("If true, the weapon reloads in parallel to the magazine reloading");
108
109        XMLPortParam(WeaponMode, "damage",           setDamage,           getDamage,           xmlelement, mode);
110        XMLPortParam(WeaponMode, "healthdamage",     setHealthDamage,     getHealthDamage,     xmlelement, mode);
111        XMLPortParam(WeaponMode, "shielddamage",     setShieldDamage,     getShieldDamage,     xmlelement, mode);
112        XMLPortParam(WeaponMode, "muzzleoffset",     setMuzzleOffset,     getMuzzleOffset,     xmlelement, mode);
113    }
114
115    bool WeaponMode::fire(float* reloadTime)
116    {
117        (*reloadTime) = this->reloadTime_;
118        if( !this->bSoundAttached_ && GameMode::isMaster() )
119        {
120            assert(this->getWeapon());
121            this->getWeapon()->attach(this->defSndWpnFire_);
122            this->bSoundAttached_ = true;
123        }
124
125        if (!this->bReloading_ && this->munition_ && this->munition_->takeMunition(this->munitionPerShot_, this))
126        {
127            float reloadtime = this->reloadTime_;
128
129            if (this->bAutoReload_ && this->munition_->needReload(this))
130            {
131                if (this->munition_->reload(this))
132                {
133                    if (this->bParallelReload_)
134                        reloadtime = std::max(this->reloadTime_, this->munition_->getReloadTime());
135                    else
136                        reloadtime = this->reloadTime_ + this->munition_->getReloadTime();
137                }
138            }
139
140            this->bReloading_ = true;
141            this->reloadTimer_.setInterval(reloadtime);
142            this->reloadTimer_.startTimer();
143
144            if( this->defSndWpnFire_ && !(this->defSndWpnFire_->isPlaying()))
145            {
146                this->defSndWpnFire_->play();
147            }
148
149            this->fire();
150
151            return true;
152        }
153        else
154        {
155            return false;
156        }
157    }
158
159    bool WeaponMode::reload()
160    {
161        if (this->munition_ && this->munition_->reload(this))
162        {
163            if (!this->bParallelReload_)
164            {
165                this->bReloading_ = true;
166                this->reloadTimer_.setInterval(this->reloadTime_ + this->munition_->getReloadTime());
167                this->reloadTimer_.startTimer();
168            }
169
170            return true;
171        }
172
173        return false;
174    }
175
176    void WeaponMode::setMunitionType(Identifier* identifier)
177    {
178        this->munitionname_ = identifier->getName();
179        this->munitiontype_ = identifier;
180        this->updateMunition();
181    }
182
183    void WeaponMode::setMunitionName(const std::string& munitionname)
184    {
185        this->munitionname_ = munitionname;
186        Identifier* identifier = ClassByString(this->munitionname_);
187        if (identifier)
188            this->munitiontype_ = identifier;
189        else
190            COUT(2) << "Warning: No munition class defined in WeaponMode " << this->getName() << std::endl;
191        this->updateMunition();
192    }
193
194    void WeaponMode::updateMunition()
195    {
196        if (this->munitiontype_ && this->weapon_ && this->weapon_->getWeaponPack() && this->weapon_->getWeaponPack()->getWeaponSystem())
197        {
198            this->munition_ = this->weapon_->getWeaponPack()->getWeaponSystem()->getMunition(&this->munitiontype_);
199
200            if (this->munition_)
201            {
202                // Add the initial magazines
203                this->munition_->addMagazines(this->initialMagazines_);
204
205                // Maybe we have to reload (if this munition is used the first time or if there weren't any magazines available before)
206                if (this->munition_->needReload(this))
207                    this->munition_->reload(this, false);
208
209                // Add the initial munition
210                if (this->initialMunition_ > 0 && this->munition_->getNumMunitionInCurrentMagazine(this) == this->munition_->getMaxMunitionPerMagazine())
211                {
212                    // The current magazine is still full, so let's just add another magazine to
213                    // the stack and reduce the current magazine to the given amount of munition
214
215                    unsigned int initialmunition = this->initialMunition_;
216                    if (initialmunition > this->munition_->getMaxMunitionPerMagazine())
217                        initialmunition = this->munition_->getMaxMunitionPerMagazine();
218
219                    this->munition_->takeMunition(this->munition_->getMaxMunitionPerMagazine() - initialmunition, this);
220                    this->munition_->addMagazines(1);
221                }
222                else
223                {
224                    // The current magazine isn't full, add the munition directly
225
226                    this->munition_->addMunition(this->initialMunition_);
227                }
228            }
229        }
230        else
231            this->munition_ = 0;
232    }
233
234    void WeaponMode::reloaded()
235    {
236        if( this->defSndWpnFire_ && this->defSndWpnFire_->isPlaying())
237        {
238            this->defSndWpnFire_->stop();
239        }
240        this->bReloading_ = false;
241    }
242
243    void WeaponMode::computeMuzzleParameters(const Vector3& target)
244    {
245        if (this->weapon_)
246        {
247            this->muzzlePosition_ = this->weapon_->getWorldPosition() + this->weapon_->getWorldOrientation() * this->muzzleOffset_;
248
249            Vector3 muzzleDirection;
250            muzzleDirection = target - this->muzzlePosition_;
251//             COUT(0) << "muzzleDirection " << muzzleDirection << endl;
252            this->muzzleOrientation_ = (this->weapon_->getWorldOrientation() * WorldEntity::FRONT).getRotationTo(muzzleDirection) * this->weapon_->getWorldOrientation();
253        }
254        else
255        {
256            this->muzzlePosition_ = this->muzzleOffset_;
257            this->muzzleOrientation_ = Quaternion::IDENTITY;
258        }
259    }
260
261    Vector3 WeaponMode::getMuzzleDirection() const
262    {
263        if (this->weapon_)
264            return (this->getMuzzleOrientation() * WorldEntity::FRONT);
265        else
266            return WorldEntity::FRONT;
267    }
268
269    void WeaponMode::setDefaultSound(const std::string& soundPath)
270    {
271        if( this->defSndWpnFire_ )
272            this->defSndWpnFire_->setSource(soundPath);
273    }
274
275    const std::string& WeaponMode::getDefaultSound()
276    {
277        if( this->defSndWpnFire_ )
278            return this->defSndWpnFire_->getSource();
279        else
280            return BLANKSTRING;
281    }
282
283    void WeaponMode::setDefaultSoundWithVolume(const std::string& soundPath, const float soundVolume){
284        if (this->defSndWpnFire_) {
285            this->defSndWpnFire_->setSource(soundPath);
286            this->defSndWpnFire_->setVolume(soundVolume);
287        }
288    }
289
290}
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