| 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 | * Johannes Sager |
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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 |
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| 48 | @ref orxonox::Projectile is created when you fire it, how much time it takes to reload, |
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| 49 | what sound you hear while shooting, how much damage the projectile deals to a target, ... |
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| 50 | */ |
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| 51 | class _OrxonoxExport WeaponMode : public BaseObject |
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| 52 | { |
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| 53 | public: |
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| 54 | WeaponMode(Context* context); |
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| 55 | virtual ~WeaponMode(); |
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| 56 | |
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| 57 | virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode) override; |
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| 58 | |
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| 59 | virtual bool push(float* reloadTime); |
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| 60 | virtual bool release(float* reloadTime); |
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| 61 | virtual bool fire(float* reloadTime); |
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| 62 | bool reload(); |
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| 63 | |
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| 64 | // Munition |
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| 65 | inline Munition* getMunition() const |
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| 66 | { return this->munition_; } |
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| 67 | |
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| 68 | void setMunitionType(Identifier* identifier); |
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| 69 | inline Identifier* getMunitionType() const |
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| 70 | { return this->munitiontype_; } |
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| 71 | |
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| 72 | void setMunitionName(const std::string& munitionname); |
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| 73 | inline const std::string& getMunitionName() const |
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| 74 | { return this->munitionname_; } |
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| 75 | |
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| 76 | inline void setInitialMunition(unsigned int amount) |
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| 77 | { this->initialMunition_ = amount; } |
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| 78 | inline unsigned int getInitialMunition() const |
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| 79 | { return this->initialMunition_; } |
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| 80 | |
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| 81 | inline void setInitialMagazines(unsigned int amount) |
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| 82 | { this->initialMagazines_ = amount; } |
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| 83 | inline unsigned int getInitialMagazines() const |
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| 84 | { return this->initialMagazines_; } |
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| 85 | |
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| 86 | inline void setMunitionPerShot(unsigned int amount) |
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| 87 | { this->munitionPerShot_ = amount; } |
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| 88 | inline unsigned int getMunitionPerShot() const |
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| 89 | { return this->munitionPerShot_; } |
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| 90 | |
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| 91 | |
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| 92 | // Reloading |
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| 93 | inline void setReloadTime(float time) |
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| 94 | { this->reloadTime_ = time; } |
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| 95 | inline float getReloadTime() const |
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| 96 | { return this->reloadTime_; } |
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| 97 | |
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| 98 | inline void setAutoReload(bool autoreload) |
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| 99 | { this->bAutoReload_ = autoreload; } |
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| 100 | inline bool getAutoReload() const |
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| 101 | { return this->bAutoReload_; } |
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| 102 | |
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| 103 | inline void setParallelReload(bool parallelreload) |
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| 104 | { this->bParallelReload_ = parallelreload; } |
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| 105 | inline bool getParallelReload() const |
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| 106 | { return this->bParallelReload_; } |
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| 107 | inline bool getReloading() const |
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| 108 | { return this->bReloading_; } |
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| 109 | |
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| 110 | |
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| 111 | // Fire |
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| 112 | inline unsigned int getMaxCharges() // get the maximum of charges one can have |
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| 113 | { return this->maxCharges_;} |
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| 114 | inline unsigned int getCharges() // get the current amount of charges |
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| 115 | { return this->charges_;} |
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| 116 | inline bool isChargeable() // returns if the weaponmode is chargeable |
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| 117 | { return this->chargeable_;} |
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| 118 | inline void setDamage(float damage) |
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| 119 | { this->damage_ = damage;} |
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| 120 | inline float getDamage() const |
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| 121 | { return this->damage_; } |
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| 122 | inline void setHealthDamage(float healthdamage) |
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| 123 | { this->healthdamage_ = healthdamage; } |
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| 124 | inline float getHealthDamage() const |
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| 125 | { return this->healthdamage_; } |
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| 126 | |
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| 127 | inline void setShieldDamage(float shielddamage) |
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| 128 | { this->shielddamage_ = shielddamage;} |
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| 129 | inline float getShieldDamage() const |
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| 130 | { return this->shielddamage_; } |
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| 131 | |
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| 132 | inline void setMuzzleOffset(const Vector3& offset) |
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| 133 | { this->muzzleOffset_ = offset; } |
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| 134 | inline const Vector3& getMuzzleOffset() const |
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| 135 | { return this->muzzleOffset_; } |
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| 136 | |
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| 137 | void computeMuzzleParameters(const Vector3& target); |
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| 138 | const Vector3& getMuzzlePosition() const |
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| 139 | { return this->muzzlePosition_; } |
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| 140 | const Quaternion& getMuzzleOrientation() const |
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| 141 | { return this->muzzleOrientation_; } |
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| 142 | Vector3 getMuzzleDirection() const; |
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| 143 | |
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| 144 | |
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| 145 | // Weapon |
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| 146 | inline void setWeapon(Weapon* weapon) |
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| 147 | { this->weapon_ = weapon; this->updateMunition(); } |
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| 148 | inline Weapon* getWeapon() const |
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| 149 | { return this->weapon_; } |
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| 150 | |
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| 151 | inline void setMode(unsigned int mode) |
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| 152 | { this->mode_ = mode; } |
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| 153 | inline unsigned int getMode() const |
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| 154 | { return this->mode_; } |
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| 155 | |
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| 156 | Vector3 getTarget(); |
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| 157 | |
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| 158 | inline const std::string& getHUDImageString() const |
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| 159 | { return this->hudImageString_; } |
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| 160 | |
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| 161 | void updateMunition(); |
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| 162 | protected: |
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| 163 | // Interacting with the firing sound |
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| 164 | void setFireSound(const std::string& soundPath, const float soundVolume = 1.0); |
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| 165 | const std::string& getFireSound(); |
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| 166 | void playFireSound(); |
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| 167 | |
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| 168 | // Interacting with the reloading sound |
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| 169 | void setReloadSound(const std::string& soundPath, const float soundVolume = 1.0); |
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| 170 | const std::string& getReloadSound(); |
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| 171 | void playReloadSound(); |
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| 172 | |
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| 173 | virtual void fire() = 0; |
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| 174 | |
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| 175 | unsigned int initialMunition_; |
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| 176 | unsigned int initialMagazines_; |
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| 177 | unsigned int munitionPerShot_; |
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| 178 | unsigned int charges_; // current amount of charges only matters for chargeable weapons(chargeable == true) |
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| 179 | unsigned int maxCharges_; // maximum amount of charges (is initialized with 100 in weaponmode.cc) only matters for chargeable weapons(chargeable == true) |
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| 180 | |
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| 181 | float reloadTime_; |
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| 182 | bool bAutoReload_; // If true, the weapon reloads the magazine automatically. |
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| 183 | bool bParallelReload_; // If true, the weapon reloads in parallel to the magazine reloading. |
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| 184 | bool chargeable_; // If true, the weapon charges up on push and fires on release |
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| 185 | |
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| 186 | float damage_; |
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| 187 | float healthdamage_; |
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| 188 | float shielddamage_; |
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| 189 | Vector3 muzzleOffset_; |
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| 190 | |
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| 191 | std::string hudImageString_; |
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| 192 | |
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| 193 | private: |
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| 194 | void reloaded(); |
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| 195 | |
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| 196 | Weapon* weapon_; |
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| 197 | unsigned int mode_; |
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| 198 | |
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| 199 | Munition* munition_; |
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| 200 | SubclassIdentifier<Munition> munitiontype_; |
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| 201 | std::string munitionname_; |
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| 202 | |
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| 203 | Timer reloadTimer_; |
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| 204 | bool bReloading_; // If true, this weapon mode is marked as reloading. |
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| 205 | |
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| 206 | Vector3 muzzlePosition_; |
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| 207 | Quaternion muzzleOrientation_; |
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| 208 | |
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| 209 | std::string fireSoundPath_; // The path of the sound played when fireing |
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| 210 | float fireSoundVolume_; // The volume of the sound played when fireing |
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| 211 | 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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| 212 | std::string reloadSoundPath_; // The path of the sound played when reloading |
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| 213 | float reloadSoundVolume_; // The volume of the sound played when reloading |
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| 214 | WorldSound* reloadSound_; |
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| 215 | }; |
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| 216 | } |
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| 217 | |
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| 218 | #endif /* _WeaponMode_H__ */ |
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