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source: code/branches/sagerjFS16/src/orxonox/weaponsystem/WeaponMode.cc @ 11174

Last change on this file since 11174 was 11174, checked in by sagerj, 8 years ago

everything beneath weaponmode changed to push/release - wm modified only need to implement timer/ticker

  • Property svn:eol-style set to native
File size: 13.0 KB
Line 
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        // Fireing is only possible if this weapon mode is not reloading and there is enough munition
124        if (!this->bReloading_ && this->munition_ && this->munition_->takeMunition(this->munitionPerShot_, this))
125        {
126            float tempReloadtime = this->reloadTime_;
127
128            if (this->bAutoReload_ && this->munition_->needReload(this))
129            {
130                if (this->munition_->reload(this))
131                {
132                    // If true, the weapon reloads in parallel to the magazine reloading
133                    if (this->bParallelReload_)
134                    {
135                        // The time needed to reload is the maximum of the reload time of the weapon mode and the magazine.
136                        tempReloadtime = std::max(this->reloadTime_, this->munition_->getReloadTime());
137                    }                       
138                    else
139                    {
140                        // The time needed to reload is the sum of the reload time of the weapon mode and the magazine.
141                        tempReloadtime = this->reloadTime_ + this->munition_->getReloadTime();
142                    }
143                    playReloadSound();
144                }
145            }
146
147            // For stacked munition, a reload sound is played after every fired projectile
148            if (this->munition_->getMunitionDeployment() == MunitionDeployment::Stack)
149            {
150                playReloadSound();
151            }
152
153            // Mark this weapon mode as reloading and start the reload timer
154            this->bReloading_ = true;
155            this->reloadTimer_.setInterval(tempReloadtime);
156            this->reloadTimer_.startTimer();
157
158            // Play the fire sound and fire the weapon mode
159            this->playFireSound();
160            this->fire();
161
162            return true;
163        }
164        else
165        {
166            return false;
167        }
168    }
169
170    bool WeaponMode::push(float* reloadTime)
171    {
172        if( this->chargeable_)
173        {
174            // setting up a timer for knowing how long the weapon was charged
175            // and passes the value to this->cTime_
176        } else {
177            return fire(reloadTime);
178        }
179       
180    }
181
182    bool WeaponMode::release(float* reloadTime)
183    {
184        if( this->chargeable_)
185        {
186            return fire(reloadTime);
187        }
188    }
189
190    bool WeaponMode::reload()
191    {
192        if (this->munition_ && this->munition_->reload(this))
193        {
194            if (!this->bParallelReload_)
195            {
196                this->bReloading_ = true;
197                this->reloadTimer_.setInterval(this->reloadTime_ + this->munition_->getReloadTime());
198                this->reloadTimer_.startTimer();
199            }
200
201            return true;
202        }
203
204        return false;
205    }
206
207    void WeaponMode::setMunitionType(Identifier* identifier)
208    {
209        this->munitionname_ = identifier->getName();
210        this->munitiontype_ = identifier;
211        this->updateMunition();
212    }
213
214    void WeaponMode::setMunitionName(const std::string& munitionname)
215    {
216        this->munitionname_ = munitionname;
217        Identifier* identifier = ClassByString(this->munitionname_);
218        if (identifier)
219            this->munitiontype_ = identifier;
220        else
221            orxout(internal_warning) << "No munition class defined in WeaponMode " << this->getName() << endl;
222        this->updateMunition();
223    }
224
225    void WeaponMode::updateMunition()
226    {
227        if (this->munitiontype_ && this->weapon_ && this->weapon_->getWeaponPack() && this->weapon_->getWeaponPack()->getWeaponSystem())
228        {
229            this->munition_ = this->weapon_->getWeaponPack()->getWeaponSystem()->getMunition(&this->munitiontype_);
230
231            if (this->munition_)
232            {
233                // Add the initial magazines
234                this->munition_->addMagazines(this->initialMagazines_);
235
236                // Maybe we have to reload (if this munition is used the first time or if there weren't any magazines available before)
237                if (this->munition_->needReload(this))
238                    this->munition_->reload(this, false);
239
240                // Add the initial munition
241                if (this->initialMunition_ > 0 && this->munition_->getNumMunitionInCurrentMagazine(this) == this->munition_->getMaxMunitionPerMagazine())
242                {
243                    // The current magazine is still full, so let's just add another magazine to
244                    // the stack and reduce the current magazine to the given amount of munition
245
246                    unsigned int initialmunition = this->initialMunition_;
247                    if (initialmunition > this->munition_->getMaxMunitionPerMagazine())
248                        initialmunition = this->munition_->getMaxMunitionPerMagazine();
249
250                    this->munition_->takeMunition(this->munition_->getMaxMunitionPerMagazine() - initialmunition, this);
251                    this->munition_->addMagazines(1);
252                }
253                else
254                {
255                    // The current magazine isn't full, add the munition directly
256
257                    this->munition_->addMunition(this->initialMunition_);
258                }
259            }
260        }
261        else
262        {
263            this->munition_ = nullptr;
264        }
265    }
266
267    void WeaponMode::reloaded()
268    {
269        this->bReloading_ = false;
270    }
271
272    void WeaponMode::computeMuzzleParameters(const Vector3& target)
273    {
274        if (this->weapon_)
275        {
276            this->muzzlePosition_ = this->weapon_->getWorldPosition() + this->weapon_->getWorldOrientation() * this->muzzleOffset_;
277
278            Vector3 muzzleDirection;
279            muzzleDirection = target - this->muzzlePosition_;
280            this->muzzleOrientation_ = (this->weapon_->getWorldOrientation() * WorldEntity::FRONT).getRotationTo(muzzleDirection) * this->weapon_->getWorldOrientation();
281        }
282        else
283        {
284            this->muzzlePosition_ = this->muzzleOffset_;
285            this->muzzleOrientation_ = Quaternion::IDENTITY;
286        }
287    }
288
289    Vector3 WeaponMode::getMuzzleDirection() const
290    {
291        if (this->weapon_)
292            return (this->getMuzzleOrientation() * WorldEntity::FRONT);
293        else
294            return WorldEntity::FRONT;
295    }
296
297    void WeaponMode::setFireSound(const std::string& soundPath, const float soundVolume)
298    {
299        fireSoundPath_ = soundPath;
300        fireSoundVolume_ = soundVolume;
301    }
302
303    const std::string& WeaponMode::getFireSound()
304    {
305        return fireSoundPath_;
306    }
307
308    void WeaponMode::setReloadSound(const std::string& soundPath, const float soundVolume)
309    {
310        reloadSoundPath_ = soundPath;
311        reloadSoundVolume_ = soundVolume;
312    }
313
314    const std::string& WeaponMode::getReloadSound()
315    {
316        return reloadSoundPath_;
317    }
318
319    void WeaponMode::playFireSound()
320    {
321        WorldSound* unusedSound = nullptr;
322
323        if (!GameMode::isMaster())
324        {
325            return;
326        }
327
328        // If no sound path or no weapon was specified, then no sound is played.
329        if (fireSoundPath_ == BLANKSTRING || !this->getWeapon())
330        {
331            return;
332        }
333
334        // 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)
335        for (auto sound : fireSounds_)
336        {
337            if( sound && !(sound->isPlaying()))
338            {
339                // Unused sound found
340                unusedSound = sound;
341                break;
342            }
343        }
344
345        // If no unused sound was found, create a new one and add it to the list
346        if (!unusedSound)
347        {
348            unusedSound = new WorldSound(this->getContext());
349            fireSounds_.push_back(unusedSound);
350            unusedSound->setLooping(false);
351            unusedSound->setSource(fireSoundPath_);
352            unusedSound->setVolume(fireSoundVolume_);
353            this->getWeapon()->attach(unusedSound);
354        }
355
356        // Play the fire sound
357        unusedSound->play();
358    }
359
360    void WeaponMode::playReloadSound()
361    {
362        if (!GameMode::isMaster())
363        {
364            return;
365        }
366
367        // If no sound path or no weapon was specified, then no sound is played.
368        if (reloadSoundPath_ == BLANKSTRING || !this->getWeapon())
369        {
370            return;
371        }
372
373        // Create a reload WorldSound if not done yet
374        if (!reloadSound_)
375        {
376            reloadSound_ = new WorldSound(this->getContext());
377            reloadSound_->setSource(reloadSoundPath_);
378            reloadSound_->setVolume(reloadSoundVolume_);
379            this->getWeapon()->attach(reloadSound_);
380        }
381
382        // Play the reload sound
383        reloadSound_->play();
384    }
385}
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