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source: code/branches/rocket/src/orxonox/weaponsystem/WeaponMode.cc @ 7177

Last change on this file since 7177 was 6417, checked in by rgrieder, 15 years ago

Merged presentation2 branch back to trunk.
Major new features:

  • Actual GUI with settings, etc.
  • Improved space ship steering (human interaction)
  • Rocket fire and more particle effects
  • Advanced sound framework
  • Property svn:eol-style set to native
File size: 9.5 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
69        this->muzzleOffset_ = Vector3::ZERO;
70        this->muzzlePosition_ = Vector3::ZERO;
71        this->muzzleOrientation_ = Quaternion::IDENTITY;
72
73        if( GameMode::isMaster() )
74        {
75            this->defSndWpnFire_ = new WorldSound(this);
76            this->defSndWpnFire_->setLooping(false);
77            this->bSoundAttached_ = false;
78        }
79        else
80            this->defSndWpnFire_ = 0;
81    }
82
83    WeaponMode::~WeaponMode()
84    {
85        if (this->isInitialized())
86        {
87            if (this->defSndWpnFire_)
88                this->defSndWpnFire_->destroy();
89        }
90    }
91
92    void WeaponMode::XMLPort(Element& xmlelement, XMLPort::Mode mode)
93    {
94        SUPER(WeaponMode, XMLPort, xmlelement, mode);
95
96        XMLPortParam(WeaponMode, "mode",             setMode,             getMode,             xmlelement, mode);
97
98        XMLPortParam(WeaponMode, "munitiontype",     setMunitionName,     getMunitionName,     xmlelement, mode);
99        XMLPortParam(WeaponMode, "initialmunition",  setInitialMunition,  getInitialMunition,  xmlelement, mode);
100        XMLPortParam(WeaponMode, "initialmagazines", setInitialMagazines, getInitialMagazines, xmlelement, mode);
101        XMLPortParam(WeaponMode, "munitionpershot",  setMunitionPerShot,  getMunitionPerShot,  xmlelement, mode);
102
103        XMLPortParam(WeaponMode, "reloadtime",       setReloadTime,       getReloadTime,       xmlelement, mode);
104        XMLPortParam(WeaponMode, "autoreload",       setAutoReload,       getAutoReload,       xmlelement, mode).description("If true, the weapon reloads the magazine automatically");
105        XMLPortParam(WeaponMode, "parallelreload",   setParallelReload,   getParallelReload,   xmlelement, mode).description("If true, the weapon reloads in parallel to the magazine reloading");
106
107        XMLPortParam(WeaponMode, "damage",           setDamage,           getDamage,           xmlelement, mode);
108        XMLPortParam(WeaponMode, "muzzleoffset",     setMuzzleOffset,     getMuzzleOffset,     xmlelement, mode);
109    }
110
111    bool WeaponMode::fire(float* reloadTime)
112    {
113        (*reloadTime) = this->reloadTime_;
114        if( !this->bSoundAttached_ && GameMode::isMaster() )
115        {
116            assert(this->getWeapon());
117            this->getWeapon()->attach(this->defSndWpnFire_);
118            this->bSoundAttached_ = true;
119        }
120
121        if (!this->bReloading_ && this->munition_ && this->munition_->takeMunition(this->munitionPerShot_, this))
122        {
123            float reloadtime = this->reloadTime_;
124
125            if (this->bAutoReload_ && this->munition_->needReload(this))
126            {
127                if (this->munition_->reload(this))
128                {
129                    if (!this->bParallelReload_)
130                        reloadtime += this->munition_->getReloadTime();
131                }
132            }
133
134            this->bReloading_ = true;
135            this->reloadTimer_.setInterval(reloadtime);
136            this->reloadTimer_.startTimer();
137
138            if( this->defSndWpnFire_ && !(this->defSndWpnFire_->isPlaying()))
139            {
140                this->defSndWpnFire_->play();
141            }
142
143            this->fire();
144
145            return true;
146        }
147        else
148        {
149            return false;
150        }
151    }
152
153    bool WeaponMode::reload()
154    {
155        if (this->munition_ && this->munition_->reload(this))
156        {
157            if (!this->bParallelReload_)
158            {
159                this->bReloading_ = true;
160                this->reloadTimer_.setInterval(this->reloadTime_ + this->munition_->getReloadTime());
161                this->reloadTimer_.startTimer();
162            }
163
164            return true;
165        }
166
167        return false;
168    }
169
170    void WeaponMode::setMunitionType(Identifier* identifier)
171    {
172        this->munitionname_ = identifier->getName();
173        this->munitiontype_ = identifier;
174        this->updateMunition();
175    }
176
177    void WeaponMode::setMunitionName(const std::string& munitionname)
178    {
179        this->munitionname_ = munitionname;
180        Identifier* identifier = ClassByString(this->munitionname_);
181        if (identifier)
182            this->munitiontype_ = identifier;
183        else
184            COUT(2) << "Warning: No munition class defined in WeaponMode " << this->getName() << std::endl;
185        this->updateMunition();
186    }
187
188    void WeaponMode::updateMunition()
189    {
190        if (this->munitiontype_ && this->weapon_ && this->weapon_->getWeaponPack() && this->weapon_->getWeaponPack()->getWeaponSystem())
191        {
192            this->munition_ = this->weapon_->getWeaponPack()->getWeaponSystem()->getMunition(&this->munitiontype_);
193
194            if (this->munition_)
195            {
196                // Add the initial magazines
197                this->munition_->addMagazines(this->initialMagazines_);
198
199                // Maybe we have to reload (if this munition is used the first time or if there weren't any magazines available before)
200                if (this->munition_->needReload(this))
201                    this->munition_->reload(this, false);
202
203                // Add the initial munition
204                if (this->initialMunition_ > 0 && this->munition_->getNumMunitionInCurrentMagazine(this) == this->munition_->getMaxMunitionPerMagazine())
205                {
206                    // The current magazine is still full, so let's just add another magazine to
207                    // the stack and reduce the current magazine to the given amount of munition
208
209                    unsigned int initialmunition = this->initialMunition_;
210                    if (initialmunition > this->munition_->getMaxMunitionPerMagazine())
211                        initialmunition = this->munition_->getMaxMunitionPerMagazine();
212
213                    this->munition_->takeMunition(this->munition_->getMaxMunitionPerMagazine() - initialmunition, this);
214                    this->munition_->addMagazines(1);
215                }
216                else
217                {
218                    // The current magazine isn't full, add the munition directly
219
220                    this->munition_->addMunition(this->initialMunition_);
221                }
222            }
223        }
224        else
225            this->munition_ = 0;
226    }
227
228    void WeaponMode::reloaded()
229    {
230        if( this->defSndWpnFire_ && this->defSndWpnFire_->isPlaying())
231        {
232            this->defSndWpnFire_->stop();
233        }
234        this->bReloading_ = false;
235    }
236
237    void WeaponMode::computeMuzzleParameters(const Vector3& target)
238    {
239        if (this->weapon_)
240        {
241            this->muzzlePosition_ = this->weapon_->getWorldPosition() + this->weapon_->getWorldOrientation() * this->muzzleOffset_;
242
243            Vector3 muzzleDirection;
244            muzzleDirection = target - this->muzzlePosition_;
245//             COUT(0) << "muzzleDirection " << muzzleDirection << endl;
246            this->muzzleOrientation_ = (this->weapon_->getWorldOrientation() * WorldEntity::FRONT).getRotationTo(muzzleDirection) * this->weapon_->getWorldOrientation();
247        }
248        else
249        {
250            this->muzzlePosition_ = this->muzzleOffset_;
251            this->muzzleOrientation_ = Quaternion::IDENTITY;
252        }
253    }
254
255    Vector3 WeaponMode::getMuzzleDirection() const
256    {
257        if (this->weapon_)
258            return (this->getMuzzleOrientation() * WorldEntity::FRONT);
259        else
260            return WorldEntity::FRONT;
261    }
262
263    void WeaponMode::setDefaultSound(const std::string& soundPath)
264    {
265        if( this->defSndWpnFire_ )
266            this->defSndWpnFire_->setSource(soundPath);
267    }
268
269    const std::string& WeaponMode::getDefaultSound()
270    {
271        if( this->defSndWpnFire_ )
272            return this->defSndWpnFire_->getSource();
273        else
274            return BLANKSTRING;
275    }
276}
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