Changeset 11108 for code/trunk
- Timestamp:
- Feb 4, 2016, 11:54:04 PM (9 years ago)
- Location:
- code/trunk
- Files:
-
- 6 added
- 28 edited
Legend:
- Unmodified
- Added
- Removed
-
code/trunk/data/levels/includes/weaponSettingsFPS.oxi
r11052 r11108 10 10 <WeaponSet firemode=0 /> 11 11 <WeaponSet firemode=1 /> 12 <WeaponSet firemode=2 /> 12 13 </weaponsets> 13 14 <weaponpacks> … … 19 20 </links> 20 21 <Weapon> 21 <HsW01 mode=0 munitionpershot=0 delay=0.0 damage=2.5 material="Flares/point_lensflare" muzzleoffset=" 0.7, -0.3, -3" /> 22 <LightningGun mode=1 muzzleoffset="0,0,0" damage=3.14159 shielddamage=20/> 22 <HsW01 mode=0 munitionpershot=0 delay=0.0 damage=2.5 material="Flares/point_lensflare" muzzleoffset="0.7,-0.3,-3" /> 23 <FlameGun mode=1 munitionpershot=1 damage=0.5 muzzleoffset="0.7,-0.3,-3"/> 24 <LightningGun mode=2 muzzleoffset="0,0,0" damage=3.14159 shielddamage=20/> 23 25 </Weapon> 24 <LaserGun25 position="0,0,0"26 munitionType="LaserGunMunition"27 bulletLoadingTime="0.2"28 magazineLoadingTime="5.0"29 speed="1000"30 unlimitedMunition=true31 />32 <!--LaserGun33 position="0,0,0"34 munitionType="LaserGunMunition"35 bulletLoadingTime="0.2"36 magazineLoadingTime="5.0"37 speed="1250"38 unlimitedMunition=true39 />40 </WeaponPack>41 <WeaponPack firemode=1>42 <Fusion43 position="0,0,0"44 munitionType="FusionMunition"45 bulletLoadingTime="0.3"46 magazineLoadingTime="3"47 speed="600"48 unlimitedMunition=true49 /-->50 26 </WeaponPack> 51 27 </weaponpacks> 52 28 <munition> 53 29 <LaserMunition initialmagazines=8 maxmagazines=8 munitionpermagazine=5 replenishamount=1 replenishinterval=7.5/> 30 <FlameMunition initialmagazines=8 maxmagazines=8 munitionpermagazine=20/> 54 31 <LightningMunition initialmagazines=2 maxmagazines=2 munitionpermagazine=8 /> 55 32 </munition> -
code/trunk/data/levels/includes/weaponSettingsGhost.oxi
r11052 r11108 2 2 <WeaponSlot position=" 1.3,4.66,-20" /> 3 3 <WeaponSlot position="-1.3,4.66,-20" /> 4 <WeaponSlot position="13.7,4.66,-20" /> 5 <WeaponSlot position="-16.3,4.66,-20" /> 4 <WeaponSlot position="0,4.66,-20" /> 6 5 </weaponslots> 7 6 <weaponsets> … … 9 8 <WeaponSet firemode=1 /> 10 9 <WeaponSet firemode=2 /> 11 <WeaponSet firemode= 2/>10 <WeaponSet firemode=3 /> 12 11 </weaponsets> 13 12 <weaponpacks> … … 17 16 <DefaultWeaponmodeLink firemode=1 weaponmode=1 /> 18 17 <DefaultWeaponmodeLink firemode=2 weaponmode=2 /> 18 <DefaultWeaponmodeLink firemode=3 weaponmode=3 /> 19 19 </links> 20 20 <Weapon> 21 21 <HsW01 mode=0 munitionpershot=1 healthdamage=3.14159 delay=0 material="Flares/point_lensflare" /> 22 22 <HsW01 mode=0 munitionpershot=1 healthdamage=3.14159 delay=0.125 material="Flares/point_lensflare" muzzleoffset=" 0.5,0.6,1.7" /> 23 < LightningGunmode=1 muzzleoffset="0,0,0" damage=30 shielddamage=10 />23 <FusionFire mode=1 muzzleoffset="0,0,0" damage=30 shielddamage=10 /> 24 24 </Weapon> 25 25 <Weapon> 26 26 <HsW01 mode=0 munitionpershot=1 damage=3.14159 delay=0 material="Flares/point_lensflare" /> 27 27 <HsW01 mode=0 munitionpershot=1 damage=3.14159 delay=0.125 material="Flares/point_lensflare" muzzleoffset="-0.5,0.6,1.7" /> 28 < LightningGunmode=1 muzzleoffset="0,0,0" damage=30 shielddamage=10 />28 <FusionFire mode=1 muzzleoffset="0,0,0" damage=30 shielddamage=10 /> 29 29 </Weapon> 30 30 <Weapon> 31 <SimpleRocketFire mode=2 munitionpershot=1 muzzleoffset="0,0,0" damage=50 /> 32 </Weapon> 33 <Weapon> 34 <SimpleRocketFire mode=2 munitionpershot=1 muzzleoffset="0,0,0" damage=50 delay=0.1 /> 31 <FlameGun mode=2 munitionpershot=1 damage=0.5 muzzleoffset="0,0,0"/> 32 <SplitGun mode=3 munitionpershot=1 damage=6.0 muzzleoffset="0.5,0.6,1.7" splittime=0.2 numberofsplits=2 numberofchilds=3 spread=0.1 damagereduction=2.0 /> 35 33 </Weapon> 36 34 </WeaponPack> … … 38 36 <munition> 39 37 <LaserMunition initialmagazines=8 maxmagazines=8 munitionpermagazine=10 replenishamount=1 replenishinterval=7.5/> 40 <LightningMunition initialmagazines=4 maxmagazines=4 munitionpermagazine=8 /> 41 <RocketMunition initialmagazines=5 maxmagazines=5 munitionpermagazine=1 /> 38 <FusionMunition initialmagazines=4 maxmagazines=4 munitionpermagazine=8 /> 39 <FlameMunition initialmagazines=8 maxmagazines=8 munitionpermagazine=20/> 40 <SplitMunition initialmagazines=8 maxmagazines=8 munitionpermagazine=5/> 42 41 </munition> -
code/trunk/data/levels/templates/pickupRepresentationTemplates.oxt
r11052 r11108 360 360 <MunitionContainer munitiontype="RocketMunition" munitionamount=0 magazinesamount=10 /> 361 361 <MunitionContainer munitiontype="IceMunition" munitionamount=0 magazinesamount=10 /> 362 <MunitionContainer munitiontype="FlameMunition" munitionamount=0 magazinesamount=10 /> 362 363 <MunitionContainer munitiontype="GravityBombMunition" munitionamount=0 magazinesamount=10 /> 363 364 <MunitionContainer munitiontype="MineMunition" munitionamount=0 magazinesamount=10 /> -
code/trunk/src/modules/weapons/munitions/CMakeLists.txt
r11052 r11108 6 6 GravityBombMunition.cc 7 7 IceMunition.cc 8 FlameMunition.cc 8 9 SplitMunition.cc 9 10 MineMunition.cc -
code/trunk/src/modules/weapons/munitions/LaserMunition.cc
r11071 r11108 55 55 this->replenishAmount_ = 1; 56 56 57 this->reloadTime_ = 0. 5f;57 this->reloadTime_ = 0.6f; 58 58 } 59 59 } -
code/trunk/src/modules/weapons/projectiles/BasicProjectile.cc
r11099 r11108 54 54 this->bDestroy_ = false; 55 55 56 // Default is destroying the projectile after collision 57 this->destroyAfterCollision_ = true; 58 56 59 // Default damage must be zero, otherwise it would be above zero if no settings are made in the weaponsettings xml file. 57 60 // same thing for all weaponmodes files … … 87 90 return false; 88 91 89 this->bDestroy_ = true; // If something is hit, the object is destroyed and can't hit something else. 90 // The projectile is destroyed by its tick()-function (in the following tick). 92 if (getDestroyAfterCollision()) 93 { 94 this->bDestroy_ = true; // If something is hit, the object is destroyed and can't hit something else. 95 // The projectile is destroyed by its tick()-function (in the following tick). 96 // TODO: Use destroyLater() for this 97 } 91 98 92 99 Pawn* victim = orxonox_cast<Pawn*>(otherObject); // If otherObject isn't a Pawn, then victim is nullptr -
code/trunk/src/modules/weapons/projectiles/BasicProjectile.h
r11099 r11108 119 119 bool processCollision(WorldEntity* otherObject, btManifoldPoint& contactPoint, const btCollisionShape* cs); 120 120 void destroyCheck(void); 121 inline void setDestroyAfterCollision(bool destroyAfterCollision) 122 { destroyAfterCollision_ = destroyAfterCollision; } 123 inline bool getDestroyAfterCollision() const 124 { return destroyAfterCollision_; } 121 125 122 126 private: … … 130 134 131 135 bool bDestroy_; //!< Boolean, to check whether a projectile should be destroyed. 136 bool destroyAfterCollision_; //!< Boolean, defines whether the projectile gets detroyed after a collision. 132 137 }; 133 138 } -
code/trunk/src/modules/weapons/projectiles/CMakeLists.txt
r11052 r11108 7 7 SplitGunProjectile.cc 8 8 IceGunProjectile.cc 9 FlameGunProjectile.cc 9 10 Rocket.cc 10 11 RocketOld.cc -
code/trunk/src/modules/weapons/projectiles/LightningGunProjectile.cc
r11071 r11108 47 47 48 48 this->textureIndex_ = 1; 49 this->setMass( 2);49 this->setMass(0.1f); 50 50 this->setCollisionType(CollisionType::Dynamic); 51 51 this->maxTextureIndex_ = 8; -
code/trunk/src/modules/weapons/projectiles/ParticleProjectile.cc
r11071 r11108 43 43 RegisterClass(ParticleProjectile); 44 44 45 ParticleProjectile::ParticleProjectile(Context* context) : BillboardProjectile(context)45 ParticleProjectile::ParticleProjectile(Context* context) : Projectile(context) 46 46 { 47 47 RegisterObject(ParticleProjectile); 48 48 49 if (GameMode::showsGraphics()) 50 { 51 // Create the particles. 52 this->particles_ = new ParticleInterface(this->getScene()->getSceneManager(), "Orxonox/shot3_small", LODParticle::Normal); 53 this->attachOgreObject(this->particles_->getParticleSystem()); 54 this->particles_->setKeepParticlesInLocalSpace(0); 49 this->particles_ = nullptr; 55 50 56 for (unsigned int i = 0; i < this->particles_->getNumEmitters(); ++i) 57 this->particles_->getEmitter(i)->setDirection(-WorldEntity::FRONT); 58 } 59 else 60 this->particles_ = nullptr; 51 //setEffect("Orxonox/sparks2"); 61 52 } 62 53 … … 82 73 this->particles_->setEnabled(this->isVisible()); 83 74 } 75 76 void ParticleProjectile::setEffect(const std::string& effect) 77 { 78 // If we already have a particle interface, delete it 79 if (this->particles_) 80 { 81 this->detachOgreObject(this->particles_->getParticleSystem()); 82 delete this->particles_; 83 this->particles_ = nullptr; 84 } 85 86 if (GameMode::showsGraphics()) 87 { 88 // Create the particles. 89 this->particles_ = new ParticleInterface(this->getScene()->getSceneManager(), effect, LODParticle::Normal); 90 this->attachOgreObject(this->particles_->getParticleSystem()); 91 this->particles_->setKeepParticlesInLocalSpace(0); 92 93 for (unsigned int i = 0; i < this->particles_->getNumEmitters(); ++i) 94 this->particles_->getEmitter(i)->setDirection(-WorldEntity::FRONT); 95 } 96 else 97 { 98 this->particles_ = nullptr; 99 } 100 } 84 101 } -
code/trunk/src/modules/weapons/projectiles/ParticleProjectile.h
r11071 r11108 48 48 @ingroup WeaponsProjectiles 49 49 */ 50 class _WeaponsExport ParticleProjectile : public BillboardProjectile50 class _WeaponsExport ParticleProjectile : public Projectile 51 51 { 52 52 public: … … 54 54 virtual ~ParticleProjectile(); 55 55 virtual void changedVisibility() override; 56 virtual void setEffect(const std::string& effect); 56 57 57 58 private: -
code/trunk/src/modules/weapons/projectiles/Projectile.cc
r11071 r11108 54 54 if (GameMode::isMaster()) 55 55 { 56 this->setMass( 1.0f);56 this->setMass(0.1f); 57 57 this->enableCollisionCallback(); 58 58 this->setCollisionResponse(false); -
code/trunk/src/modules/weapons/projectiles/SplitGunProjectile.cc
r11099 r11108 52 52 this->spread_ = 0.2f; 53 53 this->damageReduction_ = 1.0f; 54 this->splitSound_ = nullptr; 55 56 this->setSplitSound("sounds/Weapon_SplitGun.ogg", 0.8); 57 } 58 59 SplitGunProjectile::~SplitGunProjectile() 60 { 61 if (this->isInitialized()) 62 { 63 if (splitSound_) 64 { 65 splitSound_->destroy(); 66 } 67 } 54 68 } 55 69 … … 158 172 159 173 numberOfSplits_ = 0; 174 175 if (splitSound_) 176 { 177 splitSound_->play(); 178 } 160 179 } 161 180 } 181 182 void SplitGunProjectile::setSplitSound(const std::string& soundPath, const float soundVolume) 183 { 184 if (!splitSound_) 185 { 186 this->splitSound_ = new WorldSound(this->getContext()); 187 this->splitSound_->setLooping(false); 188 this->attach(splitSound_); 189 } 190 191 this->splitSound_->setSource(soundPath); 192 this->splitSound_->setVolume(soundVolume); 193 } 162 194 } -
code/trunk/src/modules/weapons/projectiles/SplitGunProjectile.h
r11052 r11108 28 28 29 29 /** 30 @file IceGunProjectile.h30 @file SplitGunProjectile.h 31 31 @brief Definition of the SplitGunProjectile class. 32 32 */ … … 40 40 #include "tools/Timer.h" 41 41 #include "BillboardProjectile.h" 42 #include "sound/WorldSound.h" 42 43 43 44 namespace orxonox … … 55 56 public: 56 57 SplitGunProjectile(Context* context); 57 virtual ~SplitGunProjectile() {}58 virtual ~SplitGunProjectile(); 58 59 59 60 virtual void setNumberOfSplits(int numberOfSplits); … … 62 63 virtual void setSpread(float spread); 63 64 virtual void setDamageReduction(float damageReduction); 65 virtual void setSplitSound(const std::string& soundPath, const float soundVolume = 1.0); 64 66 65 67 private: … … 70 72 float damageReduction_; //The damage of a child projectile is reduced by this factor 71 73 Timer splitTimer_; 74 WorldSound* splitSound_; //Sound played if the projectile splits 72 75 73 76 virtual void split(); -
code/trunk/src/modules/weapons/weaponmodes/CMakeLists.txt
r11052 r11108 7 7 SplitGun.cc 8 8 IceGun.cc 9 FlameGun.cc 9 10 RocketFire.cc 10 11 RocketFireOld.cc -
code/trunk/src/modules/weapons/weaponmodes/EnergyDrink.cc
r11052 r11108 59 59 this->speed_ = 750.0f; 60 60 this->delay_ = 0.0f; 61 this->timerStarted_ = false; 61 62 this->setMunitionName("FusionMunition"); 63 this->setFireSound("sounds/Weapon_EnergyDrink.ogg"); 62 64 63 65 this->delayTimer_.setTimer(1.0f, false, createExecutor(createFunctor(&EnergyDrink::shot, this))); … … 93 95 void EnergyDrink::fire() 94 96 { 95 this->delayTimer_.startTimer(); 97 if (!timerStarted_) 98 { 99 this->delayTimer_.startTimer(); 100 this->timerStarted_ = true; 101 } 102 } 103 104 bool EnergyDrink::fire(float* reloadTime) 105 { 106 if (!timerStarted_) 107 { 108 return WeaponMode::fire(reloadTime); 109 } 110 111 return false; 96 112 } 97 113 … … 102 118 void EnergyDrink::shot() 103 119 { 120 this->timerStarted_ = false; 121 104 122 // Create the projectile 105 123 Projectile* projectile = new Projectile(this->getContext()); -
code/trunk/src/modules/weapons/weaponmodes/EnergyDrink.h
r11071 r11108 57 57 virtual ~EnergyDrink() {} 58 58 59 virtual bool fire(float* reloadTime) override; 59 60 virtual void fire() override; 60 61 virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; … … 89 90 float delay_; //!< The firing delay. 90 91 Timer delayTimer_; //!< The timer to delay the firing. 92 bool timerStarted_; 91 93 }; 92 94 } -
code/trunk/src/modules/weapons/weaponmodes/FusionFire.cc
r11052 r11108 58 58 59 59 this->setMunitionName("FusionMunition"); 60 this->setFireSound("sounds/Weapon_FusionFire.ogg"); 60 61 61 62 hudImageString_ = "Orxonox/WSHUD_WM_FusionFire"; -
code/trunk/src/modules/weapons/weaponmodes/GravityBombFire.cc
r11052 r11108 30 30 31 31 this->setMunitionName("GravityBombMunition"); 32 this->set DefaultSoundWithVolume("sounds/Rocket_launch.ogg",0.8); ///< sets sound of the bomb as it is fired.32 this->setFireSound("sounds/Rocket_launch.ogg",0.8); ///< sets sound of the bomb as it is fired. 33 33 34 34 hudImageString_ = "Orxonox/WSHUD_WM_GravityBombFire"; -
code/trunk/src/modules/weapons/weaponmodes/HsW01.cc
r11052 r11108 62 62 this->setMunitionName("LaserMunition"); 63 63 this->mesh_ = "laserbeam.mesh"; 64 this->sound_ = "sounds/Weapon_HsW01.ogg";65 64 66 65 … … 68 67 this->delayTimer_.stopTimer(); 69 68 70 this->setDefaultSound(this->sound_); 69 this->setFireSound("sounds/Weapon_HsW01.ogg"); 70 this->setReloadSound("sounds/Reload_HsW01.ogg", 0.5); 71 71 72 72 hudImageString_ = "Orxonox/WSHUD_WM_HsW01"; -
code/trunk/src/modules/weapons/weaponmodes/IceGun.cc
r11052 r11108 60 60 61 61 this->setMunitionName("IceMunition"); 62 this->setDefaultSound("sounds/Weapon_LightningGun.ogg"); 62 this->setFireSound("sounds/Weapon_LightningGun.ogg"); 63 this->setReloadSound("sounds/Reload_IceGun.ogg", 0.4); 63 64 64 65 hudImageString_ = "Orxonox/WSHUD_WM_IceGun"; -
code/trunk/src/modules/weapons/weaponmodes/LaserFire.cc
r11052 r11108 41 41 #include "worldentities/pawns/Pawn.h" 42 42 43 #include "weapons/projectiles/ ParticleProjectile.h"43 #include "weapons/projectiles/BillboardProjectile.h" 44 44 45 45 namespace orxonox … … 56 56 57 57 this->setMunitionName("LaserMunition"); 58 this->setFireSound("sounds/Weapon_LaserFire.ogg"); 59 this->setReloadSound("sounds/Reload_LaserFire.ogg", 0.8); 58 60 59 61 hudImageString_ = "Orxonox/WSHUD_WM_LaserFire"; … … 66 68 void LaserFire::fire() 67 69 { 68 ParticleProjectile* projectile = new ParticleProjectile(this->getContext());70 BillboardProjectile* projectile = new BillboardProjectile(this->getContext()); 69 71 70 72 this->computeMuzzleParameters(this->getWeapon()->getWeaponPack()->getWeaponSystem()->getPawn()->getAimPosition()); -
code/trunk/src/modules/weapons/weaponmodes/LightningGun.cc
r11052 r11108 55 55 56 56 this->setMunitionName("LightningMunition"); 57 this->set DefaultSound("sounds/Weapon_LightningGun.ogg");57 this->setFireSound("sounds/Weapon_LightningGun.ogg"); 58 58 59 59 hudImageString_ = "Orxonox/WSHUD_WM_LightningGun"; -
code/trunk/src/modules/weapons/weaponmodes/MineGun.cc
r11052 r11108 57 57 58 58 this->setMunitionName("MineMunition"); 59 this->set DefaultSound("sounds/mineactivate.ogg");59 this->setFireSound("sounds/mineactivate.ogg"); 60 60 61 61 hudImageString_ = "Orxonox/WSHUD_WM_MineGun"; -
code/trunk/src/modules/weapons/weaponmodes/SimpleRocketFire.cc
r11052 r11108 62 62 63 63 this->setMunitionName("RocketMunition"); 64 this->set DefaultSoundWithVolume("sounds/Rocket_launch.ogg",0.4f);64 this->setFireSound("sounds/Rocket_launch.ogg",0.4f); 65 65 // The firing sound of the Rocket is played in Rocket.cc (because of OpenAl sound positioning) 66 66 -
code/trunk/src/modules/weapons/weaponmodes/SplitGun.cc
r11052 r11108 61 61 62 62 this->setMunitionName("SplitMunition"); 63 this->setDefaultSound("sounds/Weapon_LightningGun.ogg"); 63 this->setFireSound("sounds/Weapon_SplitGun.ogg", 0.5); 64 this->setReloadSound("sounds/Reload_SplitGun.ogg", 0.8); 64 65 65 66 hudImageString_ = "Orxonox/WSHUD_WM_SplitGun"; -
code/trunk/src/orxonox/weaponsystem/WeaponMode.cc
r11071 r11108 77 77 hudImageString_ = "Orxonox/WSHUD_WM_Unknown"; 78 78 79 if( GameMode::isMaster() ) 80 { 81 this->defSndWpnFire_ = new WorldSound(this->getContext()); 82 this->defSndWpnFire_->setLooping(false); 83 this->defSndWpnFire_->setVolume(0.8f); 84 this->bSoundAttached_ = false; 85 } 86 else 87 this->defSndWpnFire_ = 0; 79 this->fireSoundPath_ = BLANKSTRING; 80 this->fireSoundVolume_ = 1.0; 81 this->fireSounds_.clear(); 82 83 this->reloadSoundPath_ = BLANKSTRING; 84 this->reloadSoundVolume_ = 1.0; 85 this->reloadSound_ = nullptr; 88 86 } 89 87 … … 92 90 if (this->isInitialized()) 93 91 { 94 if (this->defSndWpnFire_) 95 this->defSndWpnFire_->destroy(); 92 for (auto sound : fireSounds_) 93 { 94 sound->destroy(); 95 } 96 96 } 97 97 } … … 121 121 { 122 122 (*reloadTime) = this->reloadTime_; 123 if( !this->bSoundAttached_ && GameMode::isMaster() )124 {125 assert(this->getWeapon());126 this->getWeapon()->attach(this->defSndWpnFire_);127 this->bSoundAttached_ = true;128 }129 123 130 124 // Fireing is only possible if this weapon mode is not reloading and there is enough munition … … 147 141 // The time needed to reload is the sum of the reload time of the weapon mode and the magazine. 148 142 tempReloadtime = this->reloadTime_ + this->munition_->getReloadTime(); 149 } 143 } 144 playReloadSound(); 150 145 } 146 } 147 148 // For stacked munition, a reload sound is played after every fired projectile 149 if (this->munition_->getMunitionDeployment() == MunitionDeployment::Stack) 150 { 151 playReloadSound(); 151 152 } 152 153 … … 156 157 this->reloadTimer_.startTimer(); 157 158 158 if( this->defSndWpnFire_ && !(this->defSndWpnFire_->isPlaying())) 159 { 160 this->defSndWpnFire_->play(); 161 } 162 159 // Play the fire sound and fire the weapon mode 160 this->playFireSound(); 163 161 this->fire(); 164 162 … … 250 248 void WeaponMode::reloaded() 251 249 { 252 if( this->defSndWpnFire_ && this->defSndWpnFire_->isPlaying())253 {254 this->defSndWpnFire_->stop();255 }256 250 this->bReloading_ = false; 257 251 } … … 282 276 } 283 277 284 void WeaponMode::setDefaultSound(const std::string& soundPath) 285 { 286 if( this->defSndWpnFire_ ) 287 this->defSndWpnFire_->setSource(soundPath); 288 } 289 290 const std::string& WeaponMode::getDefaultSound() 291 { 292 if( this->defSndWpnFire_ ) 293 return this->defSndWpnFire_->getSource(); 294 else 295 return BLANKSTRING; 296 } 297 298 void WeaponMode::setDefaultSoundWithVolume(const std::string& soundPath, const float soundVolume) 299 { 300 if (this->defSndWpnFire_) 301 { 302 this->defSndWpnFire_->setSource(soundPath); 303 this->defSndWpnFire_->setVolume(soundVolume); 304 } 305 } 306 278 void WeaponMode::setFireSound(const std::string& soundPath, const float soundVolume) 279 { 280 fireSoundPath_ = soundPath; 281 fireSoundVolume_ = soundVolume; 282 } 283 284 const std::string& WeaponMode::getFireSound() 285 { 286 return fireSoundPath_; 287 } 288 289 void WeaponMode::setReloadSound(const std::string& soundPath, const float soundVolume) 290 { 291 reloadSoundPath_ = soundPath; 292 reloadSoundVolume_ = soundVolume; 293 } 294 295 const std::string& WeaponMode::getReloadSound() 296 { 297 return reloadSoundPath_; 298 } 299 300 void WeaponMode::playFireSound() 301 { 302 WorldSound* unusedSound = nullptr; 303 304 if (!GameMode::isMaster()) 305 { 306 return; 307 } 308 309 // If no sound path or no weapon was specified, then no sound is played. 310 if (fireSoundPath_ == BLANKSTRING || !this->getWeapon()) 311 { 312 return; 313 } 314 315 // 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) 316 for (auto sound : fireSounds_) 317 { 318 if( sound && !(sound->isPlaying())) 319 { 320 // Unused sound found 321 unusedSound = sound; 322 break; 323 } 324 } 325 326 // If no unused sound was found, create a new one and add it to the list 327 if (!unusedSound) 328 { 329 unusedSound = new WorldSound(this->getContext()); 330 fireSounds_.push_back(unusedSound); 331 unusedSound->setLooping(false); 332 unusedSound->setSource(fireSoundPath_); 333 unusedSound->setVolume(fireSoundVolume_); 334 this->getWeapon()->attach(unusedSound); 335 } 336 337 // Play the fire sound 338 unusedSound->play(); 339 } 340 341 void WeaponMode::playReloadSound() 342 { 343 if (!GameMode::isMaster()) 344 { 345 return; 346 } 347 348 // If no sound path or no weapon was specified, then no sound is played. 349 if (reloadSoundPath_ == BLANKSTRING || !this->getWeapon()) 350 { 351 return; 352 } 353 354 // Create a reload WorldSound if not done yet 355 if (!reloadSound_) 356 { 357 reloadSound_ = new WorldSound(this->getContext()); 358 reloadSound_->setSource(reloadSoundPath_); 359 reloadSound_->setVolume(reloadSoundVolume_); 360 this->getWeapon()->attach(reloadSound_); 361 } 362 363 // Play the reload sound 364 reloadSound_->play(); 365 } 307 366 } -
code/trunk/src/orxonox/weaponsystem/WeaponMode.h
r11071 r11108 34 34 35 35 #include <string> 36 #include <vector> 36 37 #include "util/Math.h" 37 38 #include "core/BaseObject.h" … … 54 55 virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; 55 56 56 bool fire(float* reloadTime);57 virtual bool fire(float* reloadTime); 57 58 bool reload(); 58 59 // Interacting with the default Firing sound60 void setDefaultSound(const std::string& soundPath);61 const std::string& getDefaultSound();62 void setDefaultSoundWithVolume(const std::string& soundPath, const float soundVolume);63 59 64 60 // Munition … … 155 151 void updateMunition(); 156 152 protected: 153 // Interacting with the firing sound 154 void setFireSound(const std::string& soundPath, const float soundVolume = 1.0); 155 const std::string& getFireSound(); 156 void playFireSound(); 157 158 // Interacting with the reloading sound 159 void setReloadSound(const std::string& soundPath, const float soundVolume = 1.0); 160 const std::string& getReloadSound(); 161 void playReloadSound(); 162 157 163 virtual void fire() = 0; 158 164 … … 188 194 Quaternion muzzleOrientation_; 189 195 190 WorldSound* defSndWpnFire_; 191 bool bSoundAttached_; 196 std::string fireSoundPath_; // The path of the sound played when fireing 197 float fireSoundVolume_; // The volume of the sound played when fireing 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. 199 std::string reloadSoundPath_; // The path of the sound played when reloading 200 float reloadSoundVolume_; // The volume of the sound played when reloading 201 WorldSound* reloadSound_; 192 202 }; 193 203 }
Note: See TracChangeset
for help on using the changeset viewer.