[2918] | 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 | * ... |
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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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[6417] | 34 | #include "controllers/Controller.h" |
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| 35 | #include "worldentities/pawns/Pawn.h" |
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[2918] | 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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[6417] | 41 | #include "WeaponSlot.h" |
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[2918] | 42 | |
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[6417] | 43 | #include "sound/WorldSound.h" |
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| 44 | |
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[2918] | 45 | namespace orxonox |
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| 46 | { |
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[10624] | 47 | RegisterAbstractClass(WeaponMode).inheritsFrom<BaseObject>(); |
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[9667] | 48 | |
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| 49 | WeaponMode::WeaponMode(Context* context) : BaseObject(context) |
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[2918] | 50 | { |
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| 51 | RegisterObject(WeaponMode); |
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| 52 | |
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[11071] | 53 | this->weapon_ = nullptr; |
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[2918] | 54 | this->mode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED; |
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| 55 | |
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[11071] | 56 | this->munition_ = nullptr; |
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[2918] | 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 | |
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[5929] | 66 | this->reloadTimer_.setTimer(0.0f, false, createExecutor(createFunctor(&WeaponMode::reloaded, this))); |
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[2918] | 67 | this->reloadTimer_.stopTimer(); |
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| 68 | |
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| 69 | this->damage_ = 0; |
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[8706] | 70 | this->healthdamage_ = 0; |
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| 71 | this->shielddamage_ = 0; |
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[6417] | 72 | |
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[2918] | 73 | this->muzzleOffset_ = Vector3::ZERO; |
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[6417] | 74 | this->muzzlePosition_ = Vector3::ZERO; |
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| 75 | this->muzzleOrientation_ = Quaternion::IDENTITY; |
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| 76 | |
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[11052] | 77 | hudImageString_ = "Orxonox/WSHUD_WM_Unknown"; |
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| 78 | |
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[11108] | 79 | this->fireSoundPath_ = BLANKSTRING; |
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| 80 | this->fireSoundVolume_ = 1.0; |
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| 81 | this->fireSounds_.clear(); |
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| 82 | |
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| 83 | this->reloadSoundPath_ = BLANKSTRING; |
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| 84 | this->reloadSoundVolume_ = 1.0; |
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| 85 | this->reloadSound_ = nullptr; |
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[2918] | 86 | } |
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| 87 | |
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| 88 | WeaponMode::~WeaponMode() |
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| 89 | { |
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[6417] | 90 | if (this->isInitialized()) |
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| 91 | { |
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[11108] | 92 | for (auto sound : fireSounds_) |
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| 93 | { |
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| 94 | sound->destroy(); |
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| 95 | } |
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[6417] | 96 | } |
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[2918] | 97 | } |
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| 98 | |
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| 99 | void WeaponMode::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 100 | { |
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| 101 | SUPER(WeaponMode, XMLPort, xmlelement, mode); |
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| 102 | |
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| 103 | XMLPortParam(WeaponMode, "mode", setMode, getMode, xmlelement, mode); |
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| 104 | |
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| 105 | XMLPortParam(WeaponMode, "munitiontype", setMunitionName, getMunitionName, xmlelement, mode); |
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| 106 | XMLPortParam(WeaponMode, "initialmunition", setInitialMunition, getInitialMunition, xmlelement, mode); |
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| 107 | XMLPortParam(WeaponMode, "initialmagazines", setInitialMagazines, getInitialMagazines, xmlelement, mode); |
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| 108 | XMLPortParam(WeaponMode, "munitionpershot", setMunitionPerShot, getMunitionPerShot, xmlelement, mode); |
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| 109 | |
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| 110 | XMLPortParam(WeaponMode, "reloadtime", setReloadTime, getReloadTime, xmlelement, mode); |
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| 111 | XMLPortParam(WeaponMode, "autoreload", setAutoReload, getAutoReload, xmlelement, mode).description("If true, the weapon reloads the magazine automatically"); |
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| 112 | XMLPortParam(WeaponMode, "parallelreload", setParallelReload, getParallelReload, xmlelement, mode).description("If true, the weapon reloads in parallel to the magazine reloading"); |
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| 113 | |
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| 114 | XMLPortParam(WeaponMode, "damage", setDamage, getDamage, xmlelement, mode); |
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[8706] | 115 | XMLPortParam(WeaponMode, "healthdamage", setHealthDamage, getHealthDamage, xmlelement, mode); |
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| 116 | XMLPortParam(WeaponMode, "shielddamage", setShieldDamage, getShieldDamage, xmlelement, mode); |
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[2918] | 117 | XMLPortParam(WeaponMode, "muzzleoffset", setMuzzleOffset, getMuzzleOffset, xmlelement, mode); |
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| 118 | } |
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| 119 | |
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| 120 | bool WeaponMode::fire(float* reloadTime) |
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| 121 | { |
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| 122 | (*reloadTime) = this->reloadTime_; |
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[11052] | 123 | |
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| 124 | // Fireing is only possible if this weapon mode is not reloading and there is enough munition |
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[2918] | 125 | if (!this->bReloading_ && this->munition_ && this->munition_->takeMunition(this->munitionPerShot_, this)) |
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| 126 | { |
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[10650] | 127 | float tempReloadtime = this->reloadTime_; |
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[2918] | 128 | |
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| 129 | if (this->bAutoReload_ && this->munition_->needReload(this)) |
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| 130 | { |
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| 131 | if (this->munition_->reload(this)) |
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| 132 | { |
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[11052] | 133 | // If true, the weapon reloads in parallel to the magazine reloading |
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[7847] | 134 | if (this->bParallelReload_) |
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[11052] | 135 | { |
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| 136 | // The time needed to reload is the maximum of the reload time of the weapon mode and the magazine. |
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[10650] | 137 | tempReloadtime = std::max(this->reloadTime_, this->munition_->getReloadTime()); |
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[11052] | 138 | } |
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[7847] | 139 | else |
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[11052] | 140 | { |
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| 141 | // The time needed to reload is the sum of the reload time of the weapon mode and the magazine. |
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[10650] | 142 | tempReloadtime = this->reloadTime_ + this->munition_->getReloadTime(); |
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[11108] | 143 | } |
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| 144 | playReloadSound(); |
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[2918] | 145 | } |
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| 146 | } |
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| 147 | |
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[11108] | 148 | // For stacked munition, a reload sound is played after every fired projectile |
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| 149 | if (this->munition_->getMunitionDeployment() == MunitionDeployment::Stack) |
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| 150 | { |
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| 151 | playReloadSound(); |
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| 152 | } |
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| 153 | |
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[11052] | 154 | // Mark this weapon mode as reloading and start the reload timer |
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[2918] | 155 | this->bReloading_ = true; |
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[10650] | 156 | this->reloadTimer_.setInterval(tempReloadtime); |
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[2918] | 157 | this->reloadTimer_.startTimer(); |
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| 158 | |
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[11108] | 159 | // Play the fire sound and fire the weapon mode |
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| 160 | this->playFireSound(); |
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[2918] | 161 | this->fire(); |
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| 162 | |
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| 163 | return true; |
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| 164 | } |
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| 165 | else |
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| 166 | { |
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| 167 | return false; |
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| 168 | } |
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| 169 | } |
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| 170 | |
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| 171 | bool WeaponMode::reload() |
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| 172 | { |
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| 173 | if (this->munition_ && this->munition_->reload(this)) |
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| 174 | { |
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| 175 | if (!this->bParallelReload_) |
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| 176 | { |
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| 177 | this->bReloading_ = true; |
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| 178 | this->reloadTimer_.setInterval(this->reloadTime_ + this->munition_->getReloadTime()); |
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| 179 | this->reloadTimer_.startTimer(); |
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| 180 | } |
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| 181 | |
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| 182 | return true; |
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| 183 | } |
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| 184 | |
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| 185 | return false; |
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| 186 | } |
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| 187 | |
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| 188 | void WeaponMode::setMunitionType(Identifier* identifier) |
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| 189 | { |
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| 190 | this->munitionname_ = identifier->getName(); |
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| 191 | this->munitiontype_ = identifier; |
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| 192 | this->updateMunition(); |
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| 193 | } |
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| 194 | |
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| 195 | void WeaponMode::setMunitionName(const std::string& munitionname) |
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| 196 | { |
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| 197 | this->munitionname_ = munitionname; |
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[6417] | 198 | Identifier* identifier = ClassByString(this->munitionname_); |
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| 199 | if (identifier) |
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| 200 | this->munitiontype_ = identifier; |
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| 201 | else |
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[8858] | 202 | orxout(internal_warning) << "No munition class defined in WeaponMode " << this->getName() << endl; |
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[2918] | 203 | this->updateMunition(); |
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| 204 | } |
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| 205 | |
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| 206 | void WeaponMode::updateMunition() |
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| 207 | { |
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| 208 | if (this->munitiontype_ && this->weapon_ && this->weapon_->getWeaponPack() && this->weapon_->getWeaponPack()->getWeaponSystem()) |
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| 209 | { |
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| 210 | this->munition_ = this->weapon_->getWeaponPack()->getWeaponSystem()->getMunition(&this->munitiontype_); |
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| 211 | |
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| 212 | if (this->munition_) |
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| 213 | { |
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| 214 | // Add the initial magazines |
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| 215 | this->munition_->addMagazines(this->initialMagazines_); |
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| 216 | |
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| 217 | // 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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| 218 | if (this->munition_->needReload(this)) |
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| 219 | this->munition_->reload(this, false); |
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| 220 | |
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| 221 | // Add the initial munition |
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| 222 | if (this->initialMunition_ > 0 && this->munition_->getNumMunitionInCurrentMagazine(this) == this->munition_->getMaxMunitionPerMagazine()) |
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| 223 | { |
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| 224 | // The current magazine is still full, so let's just add another magazine to |
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| 225 | // the stack and reduce the current magazine to the given amount of munition |
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| 226 | |
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| 227 | unsigned int initialmunition = this->initialMunition_; |
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| 228 | if (initialmunition > this->munition_->getMaxMunitionPerMagazine()) |
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| 229 | initialmunition = this->munition_->getMaxMunitionPerMagazine(); |
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| 230 | |
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| 231 | this->munition_->takeMunition(this->munition_->getMaxMunitionPerMagazine() - initialmunition, this); |
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| 232 | this->munition_->addMagazines(1); |
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| 233 | } |
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| 234 | else |
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| 235 | { |
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| 236 | // The current magazine isn't full, add the munition directly |
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| 237 | |
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| 238 | this->munition_->addMunition(this->initialMunition_); |
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| 239 | } |
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| 240 | } |
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| 241 | } |
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| 242 | else |
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[11052] | 243 | { |
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[11071] | 244 | this->munition_ = nullptr; |
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[11052] | 245 | } |
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[2918] | 246 | } |
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| 247 | |
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| 248 | void WeaponMode::reloaded() |
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| 249 | { |
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| 250 | this->bReloading_ = false; |
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| 251 | } |
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| 252 | |
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[6417] | 253 | void WeaponMode::computeMuzzleParameters(const Vector3& target) |
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[2918] | 254 | { |
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| 255 | if (this->weapon_) |
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[6417] | 256 | { |
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| 257 | this->muzzlePosition_ = this->weapon_->getWorldPosition() + this->weapon_->getWorldOrientation() * this->muzzleOffset_; |
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| 258 | |
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| 259 | Vector3 muzzleDirection; |
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| 260 | muzzleDirection = target - this->muzzlePosition_; |
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| 261 | this->muzzleOrientation_ = (this->weapon_->getWorldOrientation() * WorldEntity::FRONT).getRotationTo(muzzleDirection) * this->weapon_->getWorldOrientation(); |
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| 262 | } |
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[2918] | 263 | else |
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[6417] | 264 | { |
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| 265 | this->muzzlePosition_ = this->muzzleOffset_; |
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| 266 | this->muzzleOrientation_ = Quaternion::IDENTITY; |
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| 267 | } |
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[2918] | 268 | } |
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| 269 | |
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[6417] | 270 | Vector3 WeaponMode::getMuzzleDirection() const |
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[2918] | 271 | { |
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| 272 | if (this->weapon_) |
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[6417] | 273 | return (this->getMuzzleOrientation() * WorldEntity::FRONT); |
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[2918] | 274 | else |
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[6417] | 275 | return WorldEntity::FRONT; |
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[2918] | 276 | } |
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| 277 | |
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[11108] | 278 | void WeaponMode::setFireSound(const std::string& soundPath, const float soundVolume) |
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[2918] | 279 | { |
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[11108] | 280 | fireSoundPath_ = soundPath; |
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| 281 | fireSoundVolume_ = soundVolume; |
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[6417] | 282 | } |
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| 283 | |
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[11108] | 284 | const std::string& WeaponMode::getFireSound() |
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[6417] | 285 | { |
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[11108] | 286 | return fireSoundPath_; |
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[2918] | 287 | } |
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[7163] | 288 | |
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[11108] | 289 | void WeaponMode::setReloadSound(const std::string& soundPath, const float soundVolume) |
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[11052] | 290 | { |
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[11108] | 291 | reloadSoundPath_ = soundPath; |
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| 292 | reloadSoundVolume_ = soundVolume; |
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| 293 | } |
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| 294 | |
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| 295 | const std::string& WeaponMode::getReloadSound() |
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| 296 | { |
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| 297 | return reloadSoundPath_; |
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| 298 | } |
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| 299 | |
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| 300 | void WeaponMode::playFireSound() |
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| 301 | { |
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| 302 | WorldSound* unusedSound = nullptr; |
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| 303 | |
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| 304 | if (!GameMode::isMaster()) |
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[11052] | 305 | { |
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[11108] | 306 | return; |
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[7163] | 307 | } |
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[11108] | 308 | |
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| 309 | // If no sound path or no weapon was specified, then no sound is played. |
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| 310 | if (fireSoundPath_ == BLANKSTRING || !this->getWeapon()) |
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| 311 | { |
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| 312 | return; |
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| 313 | } |
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| 314 | |
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| 315 | // 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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| 316 | for (auto sound : fireSounds_) |
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| 317 | { |
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| 318 | if( sound && !(sound->isPlaying())) |
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| 319 | { |
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| 320 | // Unused sound found |
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| 321 | unusedSound = sound; |
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| 322 | break; |
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| 323 | } |
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| 324 | } |
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| 325 | |
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| 326 | // If no unused sound was found, create a new one and add it to the list |
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| 327 | if (!unusedSound) |
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| 328 | { |
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| 329 | unusedSound = new WorldSound(this->getContext()); |
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| 330 | fireSounds_.push_back(unusedSound); |
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| 331 | unusedSound->setLooping(false); |
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| 332 | unusedSound->setSource(fireSoundPath_); |
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| 333 | unusedSound->setVolume(fireSoundVolume_); |
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| 334 | this->getWeapon()->attach(unusedSound); |
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| 335 | } |
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| 336 | |
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| 337 | // Play the fire sound |
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| 338 | unusedSound->play(); |
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[7163] | 339 | } |
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| 340 | |
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[11108] | 341 | void WeaponMode::playReloadSound() |
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| 342 | { |
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| 343 | if (!GameMode::isMaster()) |
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| 344 | { |
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| 345 | return; |
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| 346 | } |
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| 347 | |
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| 348 | // If no sound path or no weapon was specified, then no sound is played. |
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| 349 | if (reloadSoundPath_ == BLANKSTRING || !this->getWeapon()) |
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| 350 | { |
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| 351 | return; |
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| 352 | } |
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| 353 | |
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| 354 | // Create a reload WorldSound if not done yet |
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| 355 | if (!reloadSound_) |
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| 356 | { |
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| 357 | reloadSound_ = new WorldSound(this->getContext()); |
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| 358 | reloadSound_->setSource(reloadSoundPath_); |
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| 359 | reloadSound_->setVolume(reloadSoundVolume_); |
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| 360 | this->getWeapon()->attach(reloadSound_); |
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| 361 | } |
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| 362 | |
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| 363 | // Play the reload sound |
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| 364 | reloadSound_->play(); |
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| 365 | } |
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[2918] | 366 | } |
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