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source: code/branches/presentation2/src/orxonox/weaponsystem/WeaponMode.cc @ 6314

Last change on this file since 6314 was 6314, checked in by landauf, 14 years ago

fixed some warnings

  • Property svn:eol-style set to native
File size: 9.6 KB
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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 "util/StringUtils.h"
33#include "core/CoreIncludes.h"
34#include "core/XMLPort.h"
35#include "controllers/Controller.h"
36#include "worldentities/pawns/Pawn.h"
37
38#include "Munition.h"
39#include "Weapon.h"
40#include "WeaponPack.h"
41#include "WeaponSystem.h"
42#include "WeaponSlot.h"
43
44#include "sound/WorldSound.h"
45
46namespace orxonox
47{
48    WeaponMode::WeaponMode(BaseObject* creator) : BaseObject(creator)
49    {
50        RegisterObject(WeaponMode);
51
52        this->weapon_ = 0;
53        this->mode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED;
54
55        this->munition_ = 0;
56        this->initialMunition_ = 0;
57        this->initialMagazines_ = 0;
58        this->munitionPerShot_ = 1;
59
60        this->reloadTime_ = 0.25;
61        this->bReloading_ = false;
62        this->bAutoReload_ = true;
63        this->bParallelReload_ = true;
64
65        this->reloadTimer_.setTimer(0.0f, false, createExecutor(createFunctor(&WeaponMode::reloaded, this)));
66        this->reloadTimer_.stopTimer();
67
68        this->damage_ = 0;
69       
70        this->muzzleOffset_ = Vector3::ZERO;
71        this->muzzlePosition_ = Vector3::ZERO;
72        this->muzzleOrientation_ = Quaternion::IDENTITY;
73
74        if( GameMode::isMaster() )
75        {
76            this->defSndWpnFire_ = new WorldSound(this);
77            this->defSndWpnFire_->setLooping(false);
78            this->bSoundAttached_ = false;
79        }
80        else
81            this->defSndWpnFire_ = 0;
82    }
83
84    WeaponMode::~WeaponMode()
85    {
86        if(this->isInitialized())
87        {
88            if( this->defSndWpnFire_ )
89                delete this->defSndWpnFire_;
90        }
91    }
92
93    void WeaponMode::XMLPort(Element& xmlelement, XMLPort::Mode mode)
94    {
95        SUPER(WeaponMode, XMLPort, xmlelement, mode);
96
97        XMLPortParam(WeaponMode, "mode",             setMode,             getMode,             xmlelement, mode);
98
99        XMLPortParam(WeaponMode, "munitiontype",     setMunitionName,     getMunitionName,     xmlelement, mode);
100        XMLPortParam(WeaponMode, "initialmunition",  setInitialMunition,  getInitialMunition,  xmlelement, mode);
101        XMLPortParam(WeaponMode, "initialmagazines", setInitialMagazines, getInitialMagazines, xmlelement, mode);
102        XMLPortParam(WeaponMode, "munitionpershot",  setMunitionPerShot,  getMunitionPerShot,  xmlelement, mode);
103
104        XMLPortParam(WeaponMode, "reloadtime",       setReloadTime,       getReloadTime,       xmlelement, mode);
105        XMLPortParam(WeaponMode, "autoreload",       setAutoReload,       getAutoReload,       xmlelement, mode).description("If true, the weapon reloads the magazine automatically");
106        XMLPortParam(WeaponMode, "parallelreload",   setParallelReload,   getParallelReload,   xmlelement, mode).description("If true, the weapon reloads in parallel to the magazine reloading");
107
108        XMLPortParam(WeaponMode, "damage",           setDamage,           getDamage,           xmlelement, mode);
109        XMLPortParam(WeaponMode, "muzzleoffset",     setMuzzleOffset,     getMuzzleOffset,     xmlelement, mode);
110    }
111
112    bool WeaponMode::fire(float* reloadTime)
113    {
114        (*reloadTime) = this->reloadTime_;
115        if( !this->bSoundAttached_ && GameMode::isMaster() )
116        {
117            assert(this->getWeapon() && this->getWeapon()->getWeaponSlot());
118            this->getWeapon()->getWeaponSlot()->attach(this->defSndWpnFire_);
119            this->bSoundAttached_ = true;
120        }
121
122        if (!this->bReloading_ && this->munition_ && this->munition_->takeMunition(this->munitionPerShot_, this))
123        {
124            float reloadtime = this->reloadTime_;
125
126            if (this->bAutoReload_ && this->munition_->needReload(this))
127            {
128                if (this->munition_->reload(this))
129                {
130                    if (!this->bParallelReload_)
131                        reloadtime += this->munition_->getReloadTime();
132                }
133            }
134
135            this->bReloading_ = true;
136            this->reloadTimer_.setInterval(reloadtime);
137            this->reloadTimer_.startTimer();
138
139            if( this->defSndWpnFire_ && !(this->defSndWpnFire_->isPlaying()))
140            {
141                this->defSndWpnFire_->play();
142            }
143           
144            this->fire();
145
146            return true;
147        }
148        else
149        {
150            return false;
151        }
152    }
153
154    bool WeaponMode::reload()
155    {
156        if (this->munition_ && this->munition_->reload(this))
157        {
158            if (!this->bParallelReload_)
159            {
160                this->bReloading_ = true;
161                this->reloadTimer_.setInterval(this->reloadTime_ + this->munition_->getReloadTime());
162                this->reloadTimer_.startTimer();
163            }
164
165            return true;
166        }
167
168        return false;
169    }
170
171    void WeaponMode::setMunitionType(Identifier* identifier)
172    {
173        this->munitionname_ = identifier->getName();
174        this->munitiontype_ = identifier;
175        this->updateMunition();
176    }
177
178    void WeaponMode::setMunitionName(const std::string& munitionname)
179    {
180        this->munitionname_ = munitionname;
181        Identifier* identifier = ClassByString(this->munitionname_);
182        if (identifier)
183            this->munitiontype_ = identifier;
184        else
185            COUT(2) << "Warning: No munition class defined in WeaponMode " << this->getName() << std::endl;
186        this->updateMunition();
187    }
188
189    void WeaponMode::updateMunition()
190    {
191        if (this->munitiontype_ && this->weapon_ && this->weapon_->getWeaponPack() && this->weapon_->getWeaponPack()->getWeaponSystem())
192        {
193            this->munition_ = this->weapon_->getWeaponPack()->getWeaponSystem()->getMunition(&this->munitiontype_);
194
195            if (this->munition_)
196            {
197                // Add the initial magazines
198                this->munition_->addMagazines(this->initialMagazines_);
199
200                // Maybe we have to reload (if this munition is used the first time or if there weren't any magazines available before)
201                if (this->munition_->needReload(this))
202                    this->munition_->reload(this, false);
203
204                // Add the initial munition
205                if (this->initialMunition_ > 0 && this->munition_->getNumMunitionInCurrentMagazine(this) == this->munition_->getMaxMunitionPerMagazine())
206                {
207                    // The current magazine is still full, so let's just add another magazine to
208                    // the stack and reduce the current magazine to the given amount of munition
209
210                    unsigned int initialmunition = this->initialMunition_;
211                    if (initialmunition > this->munition_->getMaxMunitionPerMagazine())
212                        initialmunition = this->munition_->getMaxMunitionPerMagazine();
213
214                    this->munition_->takeMunition(this->munition_->getMaxMunitionPerMagazine() - initialmunition, this);
215                    this->munition_->addMagazines(1);
216                }
217                else
218                {
219                    // The current magazine isn't full, add the munition directly
220
221                    this->munition_->addMunition(this->initialMunition_);
222                }
223            }
224        }
225        else
226            this->munition_ = 0;
227    }
228
229    void WeaponMode::reloaded()
230    {
231        if( this->defSndWpnFire_ && this->defSndWpnFire_->isPlaying())
232        {
233            this->defSndWpnFire_->stop();
234        }
235        this->bReloading_ = false;
236    }
237
238    void WeaponMode::computeMuzzleParameters(const Vector3& target)
239    {
240        if (this->weapon_)
241        {
242            this->muzzlePosition_ = this->weapon_->getWorldPosition() + this->weapon_->getWorldOrientation() * this->muzzleOffset_;
243
244            Vector3 muzzleDirection;
245            muzzleDirection = target - this->muzzlePosition_;
246//             COUT(0) << "muzzleDirection " << muzzleDirection << endl;
247            this->muzzleOrientation_ = (this->weapon_->getWorldOrientation() * WorldEntity::FRONT).getRotationTo(muzzleDirection) * this->weapon_->getWorldOrientation();
248        }
249        else
250        {
251            this->muzzlePosition_ = this->muzzleOffset_;
252            this->muzzleOrientation_ = Quaternion::IDENTITY;
253        }
254    }
255
256    Vector3 WeaponMode::getMuzzleDirection() const
257    {
258        if (this->weapon_)
259            return (this->getMuzzleOrientation() * WorldEntity::FRONT);
260        else
261            return WorldEntity::FRONT;
262    }
263
264    void WeaponMode::setDefaultSound(const std::string& soundPath)
265    {
266        if( this->defSndWpnFire_ )
267            this->defSndWpnFire_->setSource(soundPath);
268    }
269
270    const std::string& WeaponMode::getDefaultSound()
271    {
272        if( this->defSndWpnFire_ )
273            return this->defSndWpnFire_->getSource();
274        else
275            return BLANKSTRING;
276    }
277}
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