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source: code/branches/sagerjFS16/src/orxonox/weaponsystem/WeaponMode.cc @ 11166

Last change on this file since 11166 was 11166, checked in by sagerj, 8 years ago

today I got pawn'ed

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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    RegisterAbstractClass(WeaponMode).inheritsFrom<BaseObject>();
48
49    WeaponMode::WeaponMode(Context* context) : BaseObject(context)
50    {
51        RegisterObject(WeaponMode);
52
53        this->weapon_ = nullptr;
54        this->mode_ = WeaponSystem::WEAPON_MODE_UNASSIGNED;
55
56        this->munition_ = nullptr;
57        this->initialMunition_ = 0;
58        this->initialMagazines_ = 0;
59        this->munitionPerShot_ = 1;
60
61        this->reloadTime_ = 0.25;
62        this->bReloading_ = false;
63        this->bAutoReload_ = true;
64        this->bParallelReload_ = true;
65
66        this->reloadTimer_.setTimer(0.0f, false, createExecutor(createFunctor(&WeaponMode::reloaded, this)));
67        this->reloadTimer_.stopTimer();
68
69        this->damage_ = 0;
70        this->healthdamage_ = 0;
71        this->shielddamage_ = 0;
72
73        this->muzzleOffset_ = Vector3::ZERO;
74        this->muzzlePosition_ = Vector3::ZERO;
75        this->muzzleOrientation_ = Quaternion::IDENTITY;
76
77        hudImageString_ = "Orxonox/WSHUD_WM_Unknown";
78
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;
86    }
87
88    WeaponMode::~WeaponMode()
89    {
90        if (this->isInitialized())
91        {
92            for (auto sound : fireSounds_)
93            {
94                sound->destroy();
95            }
96        }
97    }
98
99    void WeaponMode::XMLPort(Element& xmlelement, XMLPort::Mode mode)
100    {
101        SUPER(WeaponMode, XMLPort, xmlelement, mode);
102
103        XMLPortParam(WeaponMode, "mode",             setMode,             getMode,             xmlelement, mode);
104
105        XMLPortParam(WeaponMode, "munitiontype",     setMunitionName,     getMunitionName,     xmlelement, mode);
106        XMLPortParam(WeaponMode, "initialmunition",  setInitialMunition,  getInitialMunition,  xmlelement, mode);
107        XMLPortParam(WeaponMode, "initialmagazines", setInitialMagazines, getInitialMagazines, xmlelement, mode);
108        XMLPortParam(WeaponMode, "munitionpershot",  setMunitionPerShot,  getMunitionPerShot,  xmlelement, mode);
109
110        XMLPortParam(WeaponMode, "reloadtime",       setReloadTime,       getReloadTime,       xmlelement, mode);
111        XMLPortParam(WeaponMode, "autoreload",       setAutoReload,       getAutoReload,       xmlelement, mode).description("If true, the weapon reloads the magazine automatically");
112        XMLPortParam(WeaponMode, "parallelreload",   setParallelReload,   getParallelReload,   xmlelement, mode).description("If true, the weapon reloads in parallel to the magazine reloading");
113
114        XMLPortParam(WeaponMode, "damage",           setDamage,           getDamage,           xmlelement, mode);
115        XMLPortParam(WeaponMode, "healthdamage",     setHealthDamage,     getHealthDamage,     xmlelement, mode);
116        XMLPortParam(WeaponMode, "shielddamage",     setShieldDamage,     getShieldDamage,     xmlelement, mode);
117        XMLPortParam(WeaponMode, "muzzleoffset",     setMuzzleOffset,     getMuzzleOffset,     xmlelement, mode);
118    }
119
120    bool WeaponMode::fire(float* reloadTime)
121    {
122        (*reloadTime) = this->reloadTime_;
123        orxout() << "fire wm " << reloadTime << endl;
124        // Fireing is only possible if this weapon mode is not reloading and there is enough munition
125        if (!this->bReloading_ && this->munition_ && this->munition_->takeMunition(this->munitionPerShot_, this))
126        {
127            float tempReloadtime = this->reloadTime_;
128
129            if (this->bAutoReload_ && this->munition_->needReload(this))
130            {
131                if (this->munition_->reload(this))
132                {
133                    // If true, the weapon reloads in parallel to the magazine reloading
134                    if (this->bParallelReload_)
135                    {
136                        // The time needed to reload is the maximum of the reload time of the weapon mode and the magazine.
137                        tempReloadtime = std::max(this->reloadTime_, this->munition_->getReloadTime());
138                    }                       
139                    else
140                    {
141                        // The time needed to reload is the sum of the reload time of the weapon mode and the magazine.
142                        tempReloadtime = this->reloadTime_ + this->munition_->getReloadTime();
143                    }
144                    playReloadSound();
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();
152            }
153
154            // Mark this weapon mode as reloading and start the reload timer
155            this->bReloading_ = true;
156            this->reloadTimer_.setInterval(tempReloadtime);
157            this->reloadTimer_.startTimer();
158
159            // Play the fire sound and fire the weapon mode
160            this->playFireSound();
161            this->fire();
162
163            return true;
164        }
165        else
166        {
167            return false;
168        }
169    }
170
171    bool WeaponMode::release(float* reloadTime)
172    {
173        orxout() << "release wm " << reloadTime << endl;
174        return false;
175    }
176
177    bool WeaponMode::reload()
178    {
179        if (this->munition_ && this->munition_->reload(this))
180        {
181            if (!this->bParallelReload_)
182            {
183                this->bReloading_ = true;
184                this->reloadTimer_.setInterval(this->reloadTime_ + this->munition_->getReloadTime());
185                this->reloadTimer_.startTimer();
186            }
187
188            return true;
189        }
190
191        return false;
192    }
193
194    void WeaponMode::setMunitionType(Identifier* identifier)
195    {
196        this->munitionname_ = identifier->getName();
197        this->munitiontype_ = identifier;
198        this->updateMunition();
199    }
200
201    void WeaponMode::setMunitionName(const std::string& munitionname)
202    {
203        this->munitionname_ = munitionname;
204        Identifier* identifier = ClassByString(this->munitionname_);
205        if (identifier)
206            this->munitiontype_ = identifier;
207        else
208            orxout(internal_warning) << "No munition class defined in WeaponMode " << this->getName() << endl;
209        this->updateMunition();
210    }
211
212    void WeaponMode::updateMunition()
213    {
214        if (this->munitiontype_ && this->weapon_ && this->weapon_->getWeaponPack() && this->weapon_->getWeaponPack()->getWeaponSystem())
215        {
216            this->munition_ = this->weapon_->getWeaponPack()->getWeaponSystem()->getMunition(&this->munitiontype_);
217
218            if (this->munition_)
219            {
220                // Add the initial magazines
221                this->munition_->addMagazines(this->initialMagazines_);
222
223                // Maybe we have to reload (if this munition is used the first time or if there weren't any magazines available before)
224                if (this->munition_->needReload(this))
225                    this->munition_->reload(this, false);
226
227                // Add the initial munition
228                if (this->initialMunition_ > 0 && this->munition_->getNumMunitionInCurrentMagazine(this) == this->munition_->getMaxMunitionPerMagazine())
229                {
230                    // The current magazine is still full, so let's just add another magazine to
231                    // the stack and reduce the current magazine to the given amount of munition
232
233                    unsigned int initialmunition = this->initialMunition_;
234                    if (initialmunition > this->munition_->getMaxMunitionPerMagazine())
235                        initialmunition = this->munition_->getMaxMunitionPerMagazine();
236
237                    this->munition_->takeMunition(this->munition_->getMaxMunitionPerMagazine() - initialmunition, this);
238                    this->munition_->addMagazines(1);
239                }
240                else
241                {
242                    // The current magazine isn't full, add the munition directly
243
244                    this->munition_->addMunition(this->initialMunition_);
245                }
246            }
247        }
248        else
249        {
250            this->munition_ = nullptr;
251        }
252    }
253
254    void WeaponMode::reloaded()
255    {
256        this->bReloading_ = false;
257    }
258
259    void WeaponMode::computeMuzzleParameters(const Vector3& target)
260    {
261        if (this->weapon_)
262        {
263            this->muzzlePosition_ = this->weapon_->getWorldPosition() + this->weapon_->getWorldOrientation() * this->muzzleOffset_;
264
265            Vector3 muzzleDirection;
266            muzzleDirection = target - this->muzzlePosition_;
267            this->muzzleOrientation_ = (this->weapon_->getWorldOrientation() * WorldEntity::FRONT).getRotationTo(muzzleDirection) * this->weapon_->getWorldOrientation();
268        }
269        else
270        {
271            this->muzzlePosition_ = this->muzzleOffset_;
272            this->muzzleOrientation_ = Quaternion::IDENTITY;
273        }
274    }
275
276    Vector3 WeaponMode::getMuzzleDirection() const
277    {
278        if (this->weapon_)
279            return (this->getMuzzleOrientation() * WorldEntity::FRONT);
280        else
281            return WorldEntity::FRONT;
282    }
283
284    void WeaponMode::setFireSound(const std::string& soundPath, const float soundVolume)
285    {
286        fireSoundPath_ = soundPath;
287        fireSoundVolume_ = soundVolume;
288    }
289
290    const std::string& WeaponMode::getFireSound()
291    {
292        return fireSoundPath_;
293    }
294
295    void WeaponMode::setReloadSound(const std::string& soundPath, const float soundVolume)
296    {
297        reloadSoundPath_ = soundPath;
298        reloadSoundVolume_ = soundVolume;
299    }
300
301    const std::string& WeaponMode::getReloadSound()
302    {
303        return reloadSoundPath_;
304    }
305
306    void WeaponMode::playFireSound()
307    {
308        WorldSound* unusedSound = nullptr;
309
310        if (!GameMode::isMaster())
311        {
312            return;
313        }
314
315        // If no sound path or no weapon was specified, then no sound is played.
316        if (fireSoundPath_ == BLANKSTRING || !this->getWeapon())
317        {
318            return;
319        }
320
321        // 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)
322        for (auto sound : fireSounds_)
323        {
324            if( sound && !(sound->isPlaying()))
325            {
326                // Unused sound found
327                unusedSound = sound;
328                break;
329            }
330        }
331
332        // If no unused sound was found, create a new one and add it to the list
333        if (!unusedSound)
334        {
335            unusedSound = new WorldSound(this->getContext());
336            fireSounds_.push_back(unusedSound);
337            unusedSound->setLooping(false);
338            unusedSound->setSource(fireSoundPath_);
339            unusedSound->setVolume(fireSoundVolume_);
340            this->getWeapon()->attach(unusedSound);
341        }
342
343        // Play the fire sound
344        unusedSound->play();
345    }
346
347    void WeaponMode::playReloadSound()
348    {
349        if (!GameMode::isMaster())
350        {
351            return;
352        }
353
354        // If no sound path or no weapon was specified, then no sound is played.
355        if (reloadSoundPath_ == BLANKSTRING || !this->getWeapon())
356        {
357            return;
358        }
359
360        // Create a reload WorldSound if not done yet
361        if (!reloadSound_)
362        {
363            reloadSound_ = new WorldSound(this->getContext());
364            reloadSound_->setSource(reloadSoundPath_);
365            reloadSound_->setVolume(reloadSoundVolume_);
366            this->getWeapon()->attach(reloadSound_);
367        }
368
369        // Play the reload sound
370        reloadSound_->play();
371    }
372}
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