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 | #ifndef _WeaponMode_H__ |
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31 | #define _WeaponMode_H__ |
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32 | |
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33 | #include "OrxonoxPrereqs.h" |
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34 | |
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35 | #include <string> |
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36 | #include <vector> |
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37 | #include "util/Math.h" |
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38 | #include "core/BaseObject.h" |
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39 | #include "core/class/SubclassIdentifier.h" |
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40 | #include "tools/Timer.h" |
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41 | #include "Munition.h" |
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42 | |
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43 | namespace orxonox |
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44 | { |
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45 | /** |
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46 | @brief |
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47 | A WeaponMode defines how a Weapon is used. It specifies what kind of @ref orxonox::Projectile is created when you fire it, how much time it takes to reload, what sound you hear while shooting, how much damage the projectile deals to a target, ... |
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48 | */ |
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49 | class _OrxonoxExport WeaponMode : public BaseObject |
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50 | { |
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51 | public: |
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52 | WeaponMode(Context* context); |
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53 | virtual ~WeaponMode(); |
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54 | |
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55 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; |
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56 | |
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57 | virtual bool fire(float* reloadTime); |
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58 | bool reload(); |
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59 | |
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60 | // Munition |
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61 | inline Munition* getMunition() const |
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62 | { return this->munition_; } |
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63 | |
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64 | void setMunitionType(Identifier* identifier); |
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65 | inline Identifier* getMunitionType() const |
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66 | { return this->munitiontype_; } |
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67 | |
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68 | void setMunitionName(const std::string& munitionname); |
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69 | inline const std::string& getMunitionName() const |
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70 | { return this->munitionname_; } |
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71 | |
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72 | inline void setInitialMunition(unsigned int amount) |
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73 | { this->initialMunition_ = amount; } |
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74 | inline unsigned int getInitialMunition() const |
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75 | { return this->initialMunition_; } |
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76 | |
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77 | inline void setInitialMagazines(unsigned int amount) |
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78 | { this->initialMagazines_ = amount; } |
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79 | inline unsigned int getInitialMagazines() const |
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80 | { return this->initialMagazines_; } |
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81 | |
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82 | inline void setMunitionPerShot(unsigned int amount) |
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83 | { this->munitionPerShot_ = amount; } |
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84 | inline unsigned int getMunitionPerShot() const |
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85 | { return this->munitionPerShot_; } |
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86 | |
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87 | |
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88 | // Reloading |
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89 | inline void setReloadTime(float time) |
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90 | { this->reloadTime_ = time; } |
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91 | inline float getReloadTime() const |
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92 | { return this->reloadTime_; } |
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93 | |
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94 | inline void setAutoReload(bool autoreload) |
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95 | { this->bAutoReload_ = autoreload; } |
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96 | inline bool getAutoReload() const |
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97 | { return this->bAutoReload_; } |
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98 | |
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99 | inline void setParallelReload(bool parallelreload) |
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100 | { this->bParallelReload_ = parallelreload; } |
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101 | inline bool getParallelReload() const |
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102 | { return this->bParallelReload_; } |
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103 | inline bool getReloading() const |
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104 | { return this->bReloading_; } |
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105 | |
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106 | |
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107 | // Fire |
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108 | inline void setDamage(float damage) |
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109 | { this->damage_ = damage;} |
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110 | inline float getDamage() const |
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111 | { return this->damage_; } |
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112 | inline void setHealthDamage(float healthdamage) |
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113 | { this->healthdamage_ = healthdamage; } |
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114 | inline float getHealthDamage() const |
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115 | { return this->healthdamage_; } |
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116 | |
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117 | inline void setShieldDamage(float shielddamage) |
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118 | { this->shielddamage_ = shielddamage;} |
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119 | inline float getShieldDamage() const |
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120 | { return this->shielddamage_; } |
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121 | |
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122 | inline void setMuzzleOffset(const Vector3& offset) |
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123 | { this->muzzleOffset_ = offset; } |
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124 | inline const Vector3& getMuzzleOffset() const |
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125 | { return this->muzzleOffset_; } |
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126 | |
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127 | void computeMuzzleParameters(const Vector3& target); |
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128 | const Vector3& getMuzzlePosition() const |
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129 | { return this->muzzlePosition_; } |
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130 | const Quaternion& getMuzzleOrientation() const |
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131 | { return this->muzzleOrientation_; } |
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132 | Vector3 getMuzzleDirection() const; |
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133 | |
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134 | |
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135 | // Weapon |
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136 | inline void setWeapon(Weapon* weapon) |
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137 | { this->weapon_ = weapon; this->updateMunition(); } |
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138 | inline Weapon* getWeapon() const |
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139 | { return this->weapon_; } |
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140 | |
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141 | inline void setMode(unsigned int mode) |
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142 | { this->mode_ = mode; } |
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143 | inline unsigned int getMode() const |
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144 | { return this->mode_; } |
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145 | |
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146 | Vector3 getTarget(); |
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147 | |
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148 | inline const std::string& getHUDImageString() const |
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149 | { return this->hudImageString_; } |
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150 | |
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151 | void updateMunition(); |
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152 | protected: |
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153 | // Interacting with the firing sound |
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154 | void setFireSound(const std::string& soundPath, const float soundVolume = 1.0); |
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155 | const std::string& getFireSound(); |
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156 | void playFireSound(); |
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157 | |
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158 | // Interacting with the reloading sound |
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159 | void setReloadSound(const std::string& soundPath, const float soundVolume = 1.0); |
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160 | const std::string& getReloadSound(); |
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161 | void playReloadSound(); |
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162 | |
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163 | virtual void fire() = 0; |
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164 | |
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165 | unsigned int initialMunition_; |
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166 | unsigned int initialMagazines_; |
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167 | unsigned int munitionPerShot_; |
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168 | |
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169 | float reloadTime_; |
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170 | bool bAutoReload_; // If true, the weapon reloads the magazine automatically. |
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171 | bool bParallelReload_; // If true, the weapon reloads in parallel to the magazine reloading. |
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172 | |
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173 | float damage_; |
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174 | float healthdamage_; |
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175 | float shielddamage_; |
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176 | Vector3 muzzleOffset_; |
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177 | |
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178 | std::string hudImageString_; |
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179 | |
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180 | private: |
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181 | void reloaded(); |
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182 | |
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183 | Weapon* weapon_; |
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184 | unsigned int mode_; |
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185 | |
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186 | Munition* munition_; |
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187 | SubclassIdentifier<Munition> munitiontype_; |
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188 | std::string munitionname_; |
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189 | |
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190 | Timer reloadTimer_; |
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191 | bool bReloading_; // If true, this weapon mode is marked as reloading. |
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192 | |
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193 | Vector3 muzzlePosition_; |
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194 | Quaternion muzzleOrientation_; |
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195 | |
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196 | std::string fireSoundPath_; // The path of the sound played when fireing |
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197 | float fireSoundVolume_; // The volume of the sound played when fireing |
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198 | std::vector<WorldSound*> fireSounds_; // List of sounds used by the weapon mode. Because multiple sounds may overlap, we need mor than one WorldSound instance. |
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199 | std::string reloadSoundPath_; // The path of the sound played when reloading |
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200 | float reloadSoundVolume_; // The volume of the sound played when reloading |
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201 | WorldSound* reloadSound_; |
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202 | }; |
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203 | } |
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204 | |
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205 | #endif /* _WeaponMode_H__ */ |
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