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Timestamp:
Dec 9, 2015, 2:45:58 PM (8 years ago)
Author:
maxima
Message:

Merged presentation and fabiens branch. Had to modify hoverHUD and invaderHUD, because the text of the healthbar wasn't correctly displayed and the weapon settings of the hovership.

Location:
code/branches/presentationHS15
Files:
12 edited
2 copied

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  • code/branches/presentationHS15

  • code/branches/presentationHS15/src/orxonox/weaponsystem/CMakeLists.txt

    r5781 r10961  
    11ADD_SOURCE_FILES(ORXONOX_SRC_FILES
    22  Munition.cc
     3  ReplenishingMunition.cc
    34  Weapon.cc
    45  WeaponMode.cc
  • code/branches/presentationHS15/src/orxonox/weaponsystem/Munition.cc

    r9667 r10961  
    2424 *      Fabian 'x3n' Landau
    2525 *   Co-authors:
    26  *      ...
     26 *      Fabien Vultier
    2727 *
    2828 */
     
    3232#include "core/CoreIncludes.h"
    3333#include "core/command/Executor.h"
     34#include "core/XMLPort.h"
    3435
    3536namespace orxonox
     
    4344        this->maxMunitionPerMagazine_ = 10;
    4445        this->maxMagazines_ = 10;
    45         this->magazines_ = 10;
    46 
    47         this->bUseSeparateMagazines_ = false;
    48         this->bStackMunition_ = true;
     46        this->unassignedMagazines_ = 10;
     47
     48        this->deployment_ = MunitionDeployment::Stack;
    4949        this->bAllowMunitionRefilling_ = true;
    5050        this->bAllowMultiMunitionRemovementUnderflow_ = true;
    5151
    52         this->reloadTime_ = 0;
     52        this->reloadTime_ = 0.5f;
     53
     54        this->lastFilledWeaponMode_ = NULL;
    5355    }
    5456
    5557    Munition::~Munition()
    5658    {
    57         for (std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it)
     59        for (std::map<WeaponMode*, Magazine*>::iterator it = this->assignedMagazines_.begin(); it != this->assignedMagazines_.end(); ++it)
    5860            delete it->second;
    5961    }
    6062
     63    void Munition::XMLPort(Element& xmlelement, XMLPort::Mode mode)
     64    {
     65        SUPER(Munition, XMLPort, xmlelement, mode);
     66
     67        XMLPortParam(Munition, "initialmagazines", setNumMagazines, getNumMagazines, xmlelement, mode);
     68        XMLPortParam(Munition, "maxmagazines", setMaxMagazines, getMaxMagazines, xmlelement, mode);
     69        XMLPortParam(Munition, "munitionpermagazine", setMaxMunitionPerMagazine, getMaxMunitionPerMagazine, xmlelement, mode);
     70    }
     71
    6172    Munition::Magazine* Munition::getMagazine(WeaponMode* user) const
    6273    {
    63         if (this->bUseSeparateMagazines_)
     74        if (deployment_ == MunitionDeployment::Separate)
    6475        {
    6576            // For separated magazines we definitively need a given user
     
    6879
    6980            // Use the map to get the magazine assigned to the given user
    70             std::map<WeaponMode*, Magazine*>::const_iterator it = this->currentMagazines_.find(user);
    71             if (it != this->currentMagazines_.end())
     81            std::map<WeaponMode*, Magazine*>::const_iterator it = this->assignedMagazines_.find(user);
     82            if (it != this->assignedMagazines_.end())
    7283                return it->second;
    7384        }
     
    7586        {
    7687            // We don't use separate magazines for each user, so just take the first magazine
    77             if (this->currentMagazines_.size() > 0)
    78                 return this->currentMagazines_.begin()->second;
     88            if (this->assignedMagazines_.size() > 0)
     89                return this->assignedMagazines_.begin()->second;
    7990        }
    8091
     
    8798        if (magazine)
    8899        {
    89             if (this->bStackMunition_)
     100            if (deployment_ == MunitionDeployment::Stack)
    90101                // With stacked munition every magazine contributes to the total amount
    91                 return this->maxMunitionPerMagazine_ * this->magazines_ + magazine->munition_;
     102                return this->maxMunitionPerMagazine_ * this->unassignedMagazines_ + magazine->munition_;
    92103            else
    93104                // Wihtout stacked munition we just consider the current magazine
     
    109120    unsigned int Munition::getNumMagazines() const
    110121    {
    111         if (this->bStackMunition_)
     122        if (deployment_ == MunitionDeployment::Stack)
    112123        {
    113124            // If we stack munition and the current magazine is still full, it counts too
    114125            Magazine* magazine = this->getMagazine(0);
    115126            if (magazine && magazine->munition_ == this->maxMunitionPerMagazine_)
    116                 return this->magazines_ + 1;
    117         }
    118 
    119         return this->magazines_;
     127                return this->unassignedMagazines_ + 1;
     128        }
     129
     130        return this->unassignedMagazines_;
     131    }
     132
     133    void Munition::setNumMagazines(unsigned int numMagazines)
     134    {
     135        this->unassignedMagazines_ = numMagazines;
    120136    }
    121137
    122138    unsigned int Munition::getMaxMunition() const
    123139    {
    124         if (this->bStackMunition_)
     140        if (deployment_ == MunitionDeployment::Stack)
    125141            return this->maxMunitionPerMagazine_ * this->maxMagazines_;
    126142        else
     
    135151            unsigned int munition = magazine->munition_;
    136152
    137             // If we stack munition, we con't care about the current magazine - we just need enough munition in total
    138             if (this->bStackMunition_)
    139                 munition += this->maxMunitionPerMagazine_ * this->magazines_;
     153            // If we stack munition, we don't care about the current magazine - we just need enough munition in total
     154            if (deployment_ == MunitionDeployment::Stack)
     155            {
     156                munition += this->maxMunitionPerMagazine_ * this->unassignedMagazines_;
     157            }
    140158
    141159            if (munition == 0)
     160            {
    142161                // Absolutely no munition - no chance to take munition
    143162                return false;
     163            }
    144164            else if (this->bAllowMultiMunitionRemovementUnderflow_)
     165            {
    145166                // We're not empty AND we allow underflow, so this will always work
    146167                return true;
     168            }
    147169            else
     170            {
    148171                // We don't allow underflow, so we have to check the amount
    149172                return (munition >= amount);
     173            }
     174
    150175        }
    151176        return false;
     
    169194            {
    170195                // Not enough munition
    171                 if (this->bStackMunition_)
     196                if (deployment_ == MunitionDeployment::Stack)
    172197                {
    173198                    // We stack munition, so just take what we can and then load the next magazine
     
    175200                    magazine->munition_ = 0;
    176201
    177                     if (this->reload(0))
     202                    if (this->reload(NULL))
    178203                        // Successfully reloaded, continue recursively
    179204                        return this->takeMunition(amount, 0);
     
    199224    {
    200225        // As long as we have enough magazines (and don't stack munition) we can reload
    201         return (this->magazines_ > 0 && !this->bStackMunition_);
     226        return (this->unassignedMagazines_ > 0 && deployment_ != MunitionDeployment::Stack);
    202227    }
    203228
     
    207232        if (magazine)
    208233        {
    209             if (this->bStackMunition_)
     234            if (deployment_ == MunitionDeployment::Stack)
    210235                // With stacked munition, we never have to reload
    211236                return false;
     
    227252
    228253        // Check if we actually can reload
    229         if (this->magazines_ == 0)
     254        if (this->unassignedMagazines_ == 0)
    230255            return false;
    231256
    232257        // If we use separate magazines for each user, we definitively need a user given
    233         if (this->bUseSeparateMagazines_ && !user)
     258        if (deployment_ == MunitionDeployment::Separate && !user)
    234259            return false;
    235260
    236261        // If we don't use separate magazines, set user to 0
    237         if (!this->bUseSeparateMagazines_)
    238             user = 0;
     262        if (deployment_ != MunitionDeployment::Separate)
     263        {
     264            user = NULL;
     265        }
    239266
    240267        // Remove the current magazine for the given user
    241         std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.find(user);
    242         if (it != this->currentMagazines_.end())
    243         {
     268        std::map<WeaponMode*, Magazine*>::iterator it = this->assignedMagazines_.find(user);
     269        if (it != this->assignedMagazines_.end())
     270        {
     271            if (it->first == lastFilledWeaponMode_)
     272            {
     273                lastFilledWeaponMode_ = NULL;
     274            }           
    244275            delete it->second;
    245             this->currentMagazines_.erase(it);
     276            this->assignedMagazines_.erase(it);
    246277        }
    247278
    248279        // Load a new magazine
    249         this->currentMagazines_[user] = new Magazine(this, bUseReloadTime);
    250         this->magazines_--;
     280        this->assignedMagazines_[user] = new Magazine(this, bUseReloadTime);
     281        this->unassignedMagazines_--;
    251282
    252283        return true;
     
    260291            return false;
    261292
    262         if (this->bStackMunition_)
     293        if (deployment_ == MunitionDeployment::Stack)
    263294        {
    264295            // If we stack munition, we can always add munition until we reach the limit
     
    268299        {
    269300            // Return true if any of the current magazines is not full (loading counts as full although it returns 0 munition)
    270             for (std::map<WeaponMode*, Magazine*>::const_iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it)
     301            for (std::map<WeaponMode*, Magazine*>::const_iterator it = this->assignedMagazines_.begin(); it != this->assignedMagazines_.end(); ++it)
    271302                if (it->second->munition_ < this->maxMunitionPerMagazine_ && it->second->bLoaded_)
    272303                    return true;
     
    281312            return false;
    282313
    283         if (this->bStackMunition_)
     314        if (deployment_ == MunitionDeployment::Stack)
    284315        {
    285316            // Stacking munition means, if a magazine gets full, the munition adds to a new magazine
    286             Magazine* magazine = this->getMagazine(0);
     317            Magazine* magazine = this->getMagazine(NULL);
    287318            if (magazine)
    288319            {
     
    294325                {
    295326                    magazine->munition_ -= this->maxMunitionPerMagazine_;
    296                     this->magazines_++;
     327                    this->unassignedMagazines_++;
    297328                }
    298329
    299                 // If we reached the limit, reduze both magazines and munition to the maximum
    300                 if (this->magazines_ >= this->maxMagazines_)
    301                 {
    302                     this->magazines_ = this->maxMagazines_ - 1;
     330                // If we reached the limit, reduce both magazines and munition to the maximum
     331                if (this->unassignedMagazines_ >= this->maxMagazines_)
     332                {
     333                    this->unassignedMagazines_ = this->maxMagazines_;
    303334                    magazine->munition_ = this->maxMunitionPerMagazine_;
    304335                }
     
    312343        else
    313344        {
     345            std::map<WeaponMode*, Magazine*>::iterator it;
     346
     347            // If the pointer to the weapon mode whose magazine got munition added to is NULL, then set the iterator to the beginning of the map
     348            // Otherwise set it to the next weapon mode
     349            if (lastFilledWeaponMode_ == NULL)
     350            {
     351                it = this->assignedMagazines_.begin();
     352            }
     353            else
     354            {
     355                it = this->assignedMagazines_.find(lastFilledWeaponMode_);
     356                ++ it;
     357            }
     358
    314359            // Share the munition equally to the current magazines
     360            bool firstLoop = true;
    315361            while (amount > 0)
    316362            {
    317363                bool change = false;
    318                 for (std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it)
     364                while (it != this->assignedMagazines_.end())
    319365                {
    320366                    // Add munition if the magazine isn't full (but only to loaded magazines)
     
    323369                        it->second->munition_++;
    324370                        amount--;
     371                        lastFilledWeaponMode_ = it->first;
    325372                        change = true;
    326373                    }
     374
     375                    ++it;
    327376                }
    328377
    329378                // If there was no change in a loop, all magazines are full (or locked due to loading)
    330                 if (!change)
     379                // Because the first loop does not start at the beginning of the map we have to treat is separately
     380                if (!change && !firstLoop)
     381                {
    331382                    break;
     383                }                   
     384
     385                it = this->assignedMagazines_.begin();
     386                firstLoop = false;
    332387            }
    333388
     
    340395        // TODO: 'amount' is not used
    341396
    342         if (this->bStackMunition_)
     397        if (deployment_ == MunitionDeployment::Stack)
    343398            // If we stack munition, we can always add new magazines because they contribute directly to the munition
    344399            return (this->getNumMunition(0) < this->getMaxMunition());
    345400        else
    346401            // If we don't stack munition, we're more limited
    347             return ((this->currentMagazines_.size() + this->magazines_) < this->maxMagazines_);
    348     }
    349 
    350     bool Munition::addMagazines(unsigned int amount)
    351     {
     402            return ((this->assignedMagazines_.size() + this->unassignedMagazines_) < this->maxMagazines_);
     403    }
     404
     405    unsigned int Munition::addMagazines(unsigned int amount)
     406    {
     407        unsigned int addedMagazines = 0;
     408
    352409        if (!this->canAddMagazines(amount))
    353             return false;
     410            return 0;
    354411
    355412        // Calculate how many magazines are needed
    356         int needed_magazines = this->maxMagazines_ - this->magazines_ - this->currentMagazines_.size();
     413        int needed_magazines = this->maxMagazines_ - this->unassignedMagazines_ - this->assignedMagazines_.size();
    357414
    358415        // If zero or less magazines are needed, we definitively don't need more magazines (unless we stack munition - then a magazine contributes directly to the munition)
    359         if (needed_magazines <= 0 && !this->bStackMunition_)
    360             return false;
     416        if (needed_magazines <= 0 && deployment_ != MunitionDeployment::Stack)
     417            return 0;
    361418
    362419        if (amount <= static_cast<unsigned int>(needed_magazines))
    363420        {
    364421            // We need more magazines than we get, so just add them
    365             this->magazines_ += amount;
     422            this->unassignedMagazines_ += amount;
     423            addedMagazines = amount;
    366424        }
    367425        else
    368426        {
    369427            // We get more magazines than we need, so just add the needed amount
    370             this->magazines_ += needed_magazines;
    371             if (this->bStackMunition_)
     428            this->unassignedMagazines_ += needed_magazines;
     429            addedMagazines = needed_magazines;
     430            if (deployment_ == MunitionDeployment::Stack)
    372431            {
    373432                // We stack munition, so the additional amount contributes directly to the munition of the current magazine
     
    378437        }
    379438
    380         return true;
     439        // Reload as many empty magazines as possible
     440        // Double loop and break is needed because the reload function changes the assigned magazines. This may confuse the iterator.
     441        for (unsigned int i = 0; i < addedMagazines; ++i)
     442        {
     443            for (std::map<WeaponMode*, Magazine*>::iterator it = this->assignedMagazines_.begin(); it != this->assignedMagazines_.end(); ++it)
     444            {
     445                if (needReload(it->first))
     446                {
     447                    reload(it->first);
     448                    break;
     449                }
     450            }
     451        }
     452
     453        return addedMagazines;
    381454    }
    382455
    383456    bool Munition::canRemoveMagazines(unsigned int amount) const
    384457    {
    385         if (this->bStackMunition_)
    386         {
    387             if (this->magazines_ >= amount)
     458        if (deployment_ == MunitionDeployment::Stack)
     459        {
     460            if (this->unassignedMagazines_ >= amount)
    388461            {
    389462                // We have enough magazines
    390463                return true;
    391464            }
    392             else if (this->magazines_ == amount - 1)
     465            else if (this->unassignedMagazines_ == amount - 1)
    393466            {
    394467                // We lack one magazine, check if the current magazine is still full, if yes we're fine
     
    406479        {
    407480            // In case we're not stacking munition, just check the number of magazines
    408             return (this->magazines_ >= amount);
     481            return (this->unassignedMagazines_ >= amount);
    409482        }
    410483
     
    417490            return false;
    418491
    419         if (this->magazines_ >= amount)
     492        if (this->unassignedMagazines_ >= amount)
    420493        {
    421494            // We have enough magazines, just remove the amount
    422             this->magazines_ -= amount;
    423         }
    424         else if (this->bStackMunition_)
     495            this->unassignedMagazines_ -= amount;
     496        }
     497        else if (deployment_ == MunitionDeployment::Stack)
    425498        {
    426499            // We don't have enough magazines, but we're stacking munition, so additionally remove the bullets from the current magazine
    427             this->magazines_ = 0;
     500            this->unassignedMagazines_ = 0;
    428501            Magazine* magazine = this->getMagazine(0);
    429502            if (magazine)
     
    437510    {
    438511        // If we use separate magazines, we need a user
    439         if (this->bUseSeparateMagazines_ && !user)
     512        if (deployment_ == MunitionDeployment::Separate && !user)
    440513            return false;
    441514
    442515        // If we don't use separate magazines, set user to 0
    443         if (!this->bUseSeparateMagazines_)
    444             user = 0;
     516        if (deployment_ != MunitionDeployment::Separate)
     517            user = NULL;
    445518
    446519        // Remove the current magazine for the given user
    447         std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.find(user);
    448         if (it != this->currentMagazines_.end())
    449         {
     520        std::map<WeaponMode*, Magazine*>::iterator it = this->assignedMagazines_.find(user);
     521        if (it != this->assignedMagazines_.end())
     522        {
     523            if (it->first == lastFilledWeaponMode_)
     524            {
     525                lastFilledWeaponMode_ = NULL;
     526            }
    450527            delete it->second;
    451             this->currentMagazines_.erase(it);
     528            this->assignedMagazines_.erase(it);           
    452529            return true;
    453530        }
     
    465542        this->bLoaded_ = false;
    466543
    467         if (bUseReloadTime && munition->reloadTime_ > 0 && !munition->bStackMunition_)
     544        if (bUseReloadTime && munition->reloadTime_ > 0 && !munition->deployment_ == MunitionDeployment::Stack)
    468545        {
    469546            const ExecutorPtr& executor = createExecutor(createFunctor(&Magazine::loaded, this));
  • code/branches/presentationHS15/src/orxonox/weaponsystem/Munition.h

    r9667 r10961  
    2424 *      Fabian 'x3n' Landau
    2525 *   Co-authors:
    26  *      ...
     26 *      Fabien Vultier
    2727 *
    2828 */
     
    3939namespace orxonox
    4040{
     41    namespace MunitionDeployment
     42    {
     43        enum Value
     44        {
     45            Separate, // Every comsuming weapon mode has its own magazine. It is possible that one weapon mode is out of ammo while another still has some.
     46            Share, // All comsuming weapon modes take their munition from the same magazine. If this magazine is empty a new one is loaded.
     47            Stack // There is only one magazine where all the munition is stored. Use this deployment mode for heavy weapons loke rockets, bombs, ...
     48        };
     49    }
     50
    4151    class _OrxonoxExport Munition : public BaseObject
    42     {
     52    {       
    4353        struct Magazine
    4454        {
     
    5969            virtual ~Munition();
    6070
     71            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
     72
    6173            unsigned int getNumMunition(WeaponMode* user) const;
    6274            unsigned int getNumMunitionInCurrentMagazine(WeaponMode* user) const;
     
    6880            inline unsigned int getMaxMunitionPerMagazine() const
    6981                { return this->maxMunitionPerMagazine_; }
     82            inline MunitionDeployment::Value getMunitionDeployment() const
     83                { return deployment_; }
     84
    7085
    7186            bool canTakeMunition(unsigned int amount, WeaponMode* user) const;
     
    8297
    8398            bool canAddMagazines(unsigned int amount) const;
    84             bool addMagazines(unsigned int amount);
     99            /**
     100            @brief Try to add magazines.
     101            @param amount The amount of magazines tried to add.
     102            @return The amount of magazines sucessfully added.
     103            */
     104            unsigned int addMagazines(unsigned int amount);
    85105
    86106            bool canRemoveMagazines(unsigned int amount) const;
     
    92112            unsigned int maxMunitionPerMagazine_;
    93113            unsigned int maxMagazines_;
    94             unsigned int magazines_;
    95             std::map<WeaponMode*, Magazine*> currentMagazines_;
     114            unsigned int unassignedMagazines_; // Number of magazines that are not assigned to a weapon mode. These are alway treated as full.
     115            std::map<WeaponMode*, Magazine*> assignedMagazines_; // Maps weapon modes to magazines that are currently used.
    96116
    97             bool bUseSeparateMagazines_;
    98             bool bStackMunition_;
     117            MunitionDeployment::Value deployment_; // Defines the behaviour how munition and magazines are distributed to the consuming weapon modes.
     118
    99119            bool bAllowMunitionRefilling_;
    100120            bool bAllowMultiMunitionRemovementUnderflow_;
    101121
    102             float reloadTime_;
     122            float reloadTime_; // The time needed to replace a magazine by a new one.
     123            WeaponMode* lastFilledWeaponMode_; // Pointer to the weapon mode that got the last munition during the last call of addMunition.
    103124
    104125        private:
    105126            Magazine* getMagazine(WeaponMode* user) const;
     127            inline void setMaxMagazines(unsigned int maxMagazines)
     128                { this->maxMagazines_ = maxMagazines; }
     129            inline void setMaxMunitionPerMagazine(unsigned int maxMunitionPerMagazine)
     130                { this->maxMunitionPerMagazine_ = maxMunitionPerMagazine; }
     131            void setNumMagazines(unsigned int numMagazines);
    106132    };
    107133}
  • code/branches/presentationHS15/src/orxonox/weaponsystem/Weapon.cc

    r10650 r10961  
    134134    }
    135135
     136    /**
     137    @brief
     138        Reload all @ref orxonox::WeaponMode weapon modes of this weapon.
     139    */
    136140    void Weapon::reload()
    137141    {
     
    151155            it->second->setWeapon(this);
    152156    }
     157
     158    void Weapon::updateMunition()
     159    {
     160        for (std::multimap<unsigned int, WeaponMode*>::iterator it = this->weaponmodes_.begin(); it != this->weaponmodes_.end(); ++it)
     161            it->second->updateMunition();
     162    }
    153163}
  • code/branches/presentationHS15/src/orxonox/weaponsystem/Weapon.h

    r10650 r10961  
    5757            void addWeaponmode(WeaponMode* weaponmode);
    5858            WeaponMode* getWeaponmode(unsigned int index) const;
     59            inline std::multimap<unsigned int, WeaponMode*>* getAllWeaponmodes()
     60                { return &weaponmodes_; }
     61            inline int getNumWeaponModes() const
     62                { return weaponmodes_.size(); }
    5963
    6064            /**
     
    7579            inline WeaponSlot * getWeaponSlot() const
    7680                { return this->weaponSlot_; }
     81            void updateMunition();
    7782
    7883        private:
  • code/branches/presentationHS15/src/orxonox/weaponsystem/WeaponMode.cc

    r10650 r10961  
    7575        this->muzzleOrientation_ = Quaternion::IDENTITY;
    7676
     77        hudImageString_ = "WSHUD_WM_Unknown";
     78
    7779        if( GameMode::isMaster() )
    7880        {
     
    125127            this->bSoundAttached_ = true;
    126128        }
    127 
     129       
     130        // Fireing is only possible if this weapon mode is not reloading and there is enough munition
    128131        if (!this->bReloading_ && this->munition_ && this->munition_->takeMunition(this->munitionPerShot_, this))
    129132        {
     
    134137                if (this->munition_->reload(this))
    135138                {
     139                    // If true, the weapon reloads in parallel to the magazine reloading
    136140                    if (this->bParallelReload_)
     141                    {
     142                        // The time needed to reload is the maximum of the reload time of the weapon mode and the magazine.
    137143                        tempReloadtime = std::max(this->reloadTime_, this->munition_->getReloadTime());
     144                    }                       
    138145                    else
     146                    {
     147                        // The time needed to reload is the sum of the reload time of the weapon mode and the magazine.
    139148                        tempReloadtime = this->reloadTime_ + this->munition_->getReloadTime();
     149                    }                       
    140150                }
    141151            }
    142152
     153            // Mark this weapon mode as reloading and start the reload timer
    143154            this->bReloading_ = true;
    144155            this->reloadTimer_.setInterval(tempReloadtime);
     
    232243        }
    233244        else
    234             this->munition_ = 0;
     245        {
     246            this->munition_ = NULL;
     247        }
    235248    }
    236249
     
    283296    }
    284297
    285     void WeaponMode::setDefaultSoundWithVolume(const std::string& soundPath, const float soundVolume){
    286         if (this->defSndWpnFire_) {
     298    void WeaponMode::setDefaultSoundWithVolume(const std::string& soundPath, const float soundVolume)
     299    {
     300        if (this->defSndWpnFire_)
     301        {
    287302            this->defSndWpnFire_->setSource(soundPath);
    288303            this->defSndWpnFire_->setVolume(soundVolume);
  • code/branches/presentationHS15/src/orxonox/weaponsystem/WeaponMode.h

    r10650 r10961  
    3838#include "core/class/SubclassIdentifier.h"
    3939#include "tools/Timer.h"
     40#include "Munition.h"
    4041
    4142namespace orxonox
     
    104105            inline bool getParallelReload() const
    105106                { return this->bParallelReload_; }
     107            inline bool getReloading() const
     108                { return this->bReloading_; }
    106109
    107110
     
    147150            Vector3 getTarget();
    148151
     152            inline const std::string& getHUDImageString() const
     153                { return this->hudImageString_; }           
     154
     155            void updateMunition();
    149156        protected:
    150157            virtual void fire() = 0;
     
    155162
    156163            float reloadTime_;
    157             bool bAutoReload_;
    158             bool bParallelReload_;
     164            bool bAutoReload_; // If true, the weapon reloads the magazine automatically.
     165            bool bParallelReload_; // If true, the weapon reloads in parallel to the magazine reloading.
    159166
    160167            float damage_;
     
    163170            Vector3 muzzleOffset_;
    164171
    165         private:
    166             void updateMunition();
     172            std::string hudImageString_;
     173
     174        private:           
    167175            void reloaded();
    168176
     
    175183
    176184            Timer reloadTimer_;
    177             bool bReloading_;
     185            bool bReloading_; // If true, this weapon mode is marked as reloading.
    178186
    179187            Vector3 muzzlePosition_;
     
    181189
    182190            WorldSound* defSndWpnFire_;
    183             bool        bSoundAttached_;
     191            bool bSoundAttached_;
    184192    };
    185193}
  • code/branches/presentationHS15/src/orxonox/weaponsystem/WeaponPack.cc

    r10650 r10961  
    124124    }
    125125
     126    std::vector<Weapon*>* WeaponPack::getAllWeapons()
     127    {
     128        return &weapons_;       
     129    }   
     130
    126131    void WeaponPack::addDefaultWeaponmodeLink(DefaultWeaponmodeLink* link)
    127132    {
     
    156161            (*it)->setWeaponPack(this);
    157162    }
     163
     164    void WeaponPack::updateMunition()
     165    {
     166        for (std::vector<Weapon *>::const_iterator it = this->weapons_.begin(); it != this->weapons_.end(); ++it)
     167            (*it)->updateMunition();
     168    }
    158169}
  • code/branches/presentationHS15/src/orxonox/weaponsystem/WeaponPack.h

    r9667 r10961  
    5252            void removeWeapon(Weapon * weapon);
    5353            Weapon * getWeapon(unsigned int index) const;
     54            std::vector<Weapon*>* getAllWeapons();
    5455
    5556            inline size_t getNumWeapons() const
     
    6566            inline WeaponSystem * getWeaponSystem() const
    6667                { return this->weaponSystem_; }
     68            void updateMunition();
    6769
    6870        private:
  • code/branches/presentationHS15/src/orxonox/weaponsystem/WeaponSystem.cc

    r10650 r10961  
    240240    }
    241241
     242    std::vector<WeaponPack *> * WeaponSystem::getAllWeaponPacks()
     243    {
     244        return &weaponPacks_;
     245    }   
     246
    242247    bool WeaponSystem::swapWeaponSlots(WeaponSlot * wSlot1, WeaponSlot * wSlot2)
    243248    {
     
    310315            return it->second;
    311316        }
    312         else if (identifier->getIdentifier()->isA(Class(Munition)))
    313         {
    314             Munition* munition = identifier->fabricate(this->getContext());
    315             this->munitions_[identifier->getIdentifier()] = munition;
    316             return munition;
    317         }
    318317        else
    319318        {
    320             return 0;
     319            return NULL;
     320        }
     321    }
     322
     323    void WeaponSystem::addMunition(Munition* munition)
     324    {
     325        if (munition == NULL)
     326        {
     327            return;
     328        }
     329
     330        SubclassIdentifier<Munition> identifier = munition->getIdentifier();
     331
     332        if (identifier)
     333        {
     334            this->munitions_[identifier] = munition;
     335            updateMunition();
     336        }
     337        else
     338        {
     339            orxout(internal_warning) << "Adding munition failed. identifier == NULL " << endl;
     340        }
     341    }
     342
     343    void WeaponSystem::updateMunition()
     344    {
     345        for (std::vector<WeaponPack*>::iterator it = this->weaponPacks_.begin(); it != this->weaponPacks_.end(); ++it)
     346        {
     347            (*it)->updateMunition();
    321348        }
    322349    }
  • code/branches/presentationHS15/src/orxonox/weaponsystem/WeaponSystem.h

    r10650 r10961  
    6767            void removeWeaponPack(WeaponPack * wPack);
    6868            WeaponPack * getWeaponPack(unsigned int index) const;
     69            std::vector<WeaponPack *> * getAllWeaponPacks();
    6970
    7071            // configure slots and firemodes
     
    7677
    7778            Munition * getMunition(SubclassIdentifier<Munition> * identifier);
     79            void addMunition(Munition* munition);
    7880
    7981            inline void setPawn(Pawn * pawn)
     
    9597
    9698        private:
     99            void updateMunition();
     100           
    97101            std::map<unsigned int, WeaponSet *> weaponSets_;
    98102            std::vector<WeaponSlot *> weaponSlots_;
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