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source: code/branches/usability/src/orxonox/weaponsystem/WeaponMode.cc @ 10904

Last change on this file since 10904 was 8006, checked in by rgrieder, 14 years ago

Reverted last commit (forgot to tick "Switch working copy to new branch"…)

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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 = std::max(this->reloadTime_, this->munition_->getReloadTime());
131                    else
132                        reloadtime = this->reloadTime_ + this->munition_->getReloadTime();
133                }
134            }
135
136            this->bReloading_ = true;
137            this->reloadTimer_.setInterval(reloadtime);
138            this->reloadTimer_.startTimer();
139
140            if( this->defSndWpnFire_ && !(this->defSndWpnFire_->isPlaying()))
141            {
142                this->defSndWpnFire_->play();
143            }
144
145            this->fire();
146
147            return true;
148        }
149        else
150        {
151            return false;
152        }
153    }
154
155    bool WeaponMode::reload()
156    {
157        if (this->munition_ && this->munition_->reload(this))
158        {
159            if (!this->bParallelReload_)
160            {
161                this->bReloading_ = true;
162                this->reloadTimer_.setInterval(this->reloadTime_ + this->munition_->getReloadTime());
163                this->reloadTimer_.startTimer();
164            }
165
166            return true;
167        }
168
169        return false;
170    }
171
172    void WeaponMode::setMunitionType(Identifier* identifier)
173    {
174        this->munitionname_ = identifier->getName();
175        this->munitiontype_ = identifier;
176        this->updateMunition();
177    }
178
179    void WeaponMode::setMunitionName(const std::string& munitionname)
180    {
181        this->munitionname_ = munitionname;
182        Identifier* identifier = ClassByString(this->munitionname_);
183        if (identifier)
184            this->munitiontype_ = identifier;
185        else
186            COUT(2) << "Warning: No munition class defined in WeaponMode " << this->getName() << std::endl;
187        this->updateMunition();
188    }
189
190    void WeaponMode::updateMunition()
191    {
192        if (this->munitiontype_ && this->weapon_ && this->weapon_->getWeaponPack() && this->weapon_->getWeaponPack()->getWeaponSystem())
193        {
194            this->munition_ = this->weapon_->getWeaponPack()->getWeaponSystem()->getMunition(&this->munitiontype_);
195
196            if (this->munition_)
197            {
198                // Add the initial magazines
199                this->munition_->addMagazines(this->initialMagazines_);
200
201                // Maybe we have to reload (if this munition is used the first time or if there weren't any magazines available before)
202                if (this->munition_->needReload(this))
203                    this->munition_->reload(this, false);
204
205                // Add the initial munition
206                if (this->initialMunition_ > 0 && this->munition_->getNumMunitionInCurrentMagazine(this) == this->munition_->getMaxMunitionPerMagazine())
207                {
208                    // The current magazine is still full, so let's just add another magazine to
209                    // the stack and reduce the current magazine to the given amount of munition
210
211                    unsigned int initialmunition = this->initialMunition_;
212                    if (initialmunition > this->munition_->getMaxMunitionPerMagazine())
213                        initialmunition = this->munition_->getMaxMunitionPerMagazine();
214
215                    this->munition_->takeMunition(this->munition_->getMaxMunitionPerMagazine() - initialmunition, this);
216                    this->munition_->addMagazines(1);
217                }
218                else
219                {
220                    // The current magazine isn't full, add the munition directly
221
222                    this->munition_->addMunition(this->initialMunition_);
223                }
224            }
225        }
226        else
227            this->munition_ = 0;
228    }
229
230    void WeaponMode::reloaded()
231    {
232        if( this->defSndWpnFire_ && this->defSndWpnFire_->isPlaying())
233        {
234            this->defSndWpnFire_->stop();
235        }
236        this->bReloading_ = false;
237    }
238
239    void WeaponMode::computeMuzzleParameters(const Vector3& target)
240    {
241        if (this->weapon_)
242        {
243            this->muzzlePosition_ = this->weapon_->getWorldPosition() + this->weapon_->getWorldOrientation() * this->muzzleOffset_;
244
245            Vector3 muzzleDirection;
246            muzzleDirection = target - this->muzzlePosition_;
247//             COUT(0) << "muzzleDirection " << muzzleDirection << endl;
248            this->muzzleOrientation_ = (this->weapon_->getWorldOrientation() * WorldEntity::FRONT).getRotationTo(muzzleDirection) * this->weapon_->getWorldOrientation();
249        }
250        else
251        {
252            this->muzzlePosition_ = this->muzzleOffset_;
253            this->muzzleOrientation_ = Quaternion::IDENTITY;
254        }
255    }
256
257    Vector3 WeaponMode::getMuzzleDirection() const
258    {
259        if (this->weapon_)
260            return (this->getMuzzleOrientation() * WorldEntity::FRONT);
261        else
262            return WorldEntity::FRONT;
263    }
264
265    void WeaponMode::setDefaultSound(const std::string& soundPath)
266    {
267        if( this->defSndWpnFire_ )
268            this->defSndWpnFire_->setSource(soundPath);
269    }
270
271    const std::string& WeaponMode::getDefaultSound()
272    {
273        if( this->defSndWpnFire_ )
274            return this->defSndWpnFire_->getSource();
275        else
276            return BLANKSTRING;
277    }
278
279    void WeaponMode::setDefaultSoundWithVolume(const std::string& soundPath, const float soundVolume){
280        if (this->defSndWpnFire_) {
281            this->defSndWpnFire_->setSource(soundPath);
282            this->defSndWpnFire_->setVolume(soundVolume);
283        }
284    }
285
286}
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