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 | * Fabian 'x3n' Landau |
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24 | * Co-authors: |
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25 | * Simon Miescher |
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26 | * |
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27 | */ |
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28 | |
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29 | /* |
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30 | * |
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31 | * |
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32 | * An asteroid which can be destroyed. Some smaller asteroids are created and a pickup |
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33 | * spawns. |
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34 | * |
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35 | * |
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36 | * |
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37 | |
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38 | */ |
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39 | |
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40 | |
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41 | #include "Pawn.h" |
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42 | #include "AsteroidMinable.h" |
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43 | |
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44 | |
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45 | #include <algorithm> |
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46 | |
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47 | #include "core/CoreIncludes.h" |
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48 | #include "core/GameMode.h" |
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49 | #include "core/XMLPort.h" |
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50 | #include "core/EventIncludes.h" |
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51 | #include "network/NetworkFunction.h" |
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52 | |
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53 | #include "infos/PlayerInfo.h" |
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54 | #include "controllers/Controller.h" |
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55 | #include "gametypes/Gametype.h" |
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56 | #include "graphics/ParticleSpawner.h" |
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57 | #include "worldentities/ExplosionChunk.h" |
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58 | #include "worldentities/ExplosionPart.h" |
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59 | #include "weaponsystem/WeaponSystem.h" |
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60 | #include "weaponsystem/WeaponSlot.h" |
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61 | #include "weaponsystem/WeaponPack.h" |
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62 | #include "weaponsystem/WeaponSet.h" |
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63 | #include "weaponsystem/Munition.h" |
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64 | #include "sound/WorldSound.h" |
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65 | #include "core/object/ObjectListIterator.h" |
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66 | |
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67 | #include "controllers/FormationController.h" |
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68 | |
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69 | namespace orxonox |
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70 | { |
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71 | RegisterClass(AsteroidMinable); |
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72 | |
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73 | AsteroidMinable::AsteroidMinable(Context* context) : Pawn(context) |
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74 | { |
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75 | RegisterObject(AsteroidMinable); |
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76 | |
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77 | this->bAlive_ = true; |
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78 | this->bVulnerable_ = true; |
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79 | |
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80 | this->health_ = 0; |
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81 | this->maxHealth_ = 0; |
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82 | this->initialHealth_ = 0; |
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83 | |
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84 | this->damageMultiplier_ = 1; |
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85 | |
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86 | this->spawnparticleduration_ = 3.0f; |
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87 | |
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88 | this->aimPosition_ = Vector3::ZERO; |
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89 | |
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90 | this->setRadarObjectColour(ColourValue::Yellow); |
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91 | this->setRadarObjectShape(RadarViewable::Shape::Dot); |
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92 | |
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93 | } |
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94 | |
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95 | AsteroidMinable::~AsteroidMinable() |
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96 | { |
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97 | |
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98 | } |
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99 | |
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100 | void AsteroidMinable::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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101 | { |
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102 | SUPER(AsteroidMinable, XMLPort, xmlelement, mode); |
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103 | } |
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104 | |
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105 | void AsteroidMinable::XMLEventPort(Element& xmlelement, XMLPort::Mode mode) |
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106 | { |
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107 | SUPER(AsteroidMinable, XMLEventPort, xmlelement, mode); |
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108 | |
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109 | XMLPortEventState(AsteroidMinable, BaseObject, "vulnerability", setVulnerable, xmlelement, mode); |
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110 | } |
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111 | |
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112 | void AsteroidMinable::registerVariables() |
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113 | { |
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114 | registerVariable(this->bAlive_, VariableDirection::ToClient); |
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115 | registerVariable(this->bVulnerable_, VariableDirection::ToClient); |
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116 | registerVariable(this->health_, VariableDirection::ToClient); |
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117 | registerVariable(this->maxHealth_, VariableDirection::ToClient); |
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118 | } |
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119 | |
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120 | void AsteroidMinable::tick(float dt) |
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121 | { |
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122 | SUPER(Pawn, tick, dt); |
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123 | |
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124 | } |
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125 | |
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126 | void AsteroidMinable::death() //ueberschreiben |
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127 | { |
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128 | this->setHealth(1); |
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129 | if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_)) |
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130 | { |
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131 | // Set bAlive_ to false and wait for destroyLater() to do the destruction |
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132 | this->bAlive_ = false; |
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133 | this->destroyLater(); |
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134 | |
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135 | this->setDestroyWhenPlayerLeft(false); |
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136 | |
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137 | } |
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138 | } |
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139 | |
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140 | } |
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141 | |
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142 | |
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143 | |
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144 | /* |
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145 | void DronePickup::changedUsed(void) |
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146 | { |
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147 | SUPER(DronePickup, changedUsed); |
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148 | |
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149 | // If the pickup has transited to used. |
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150 | if(this->isUsed()) |
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151 | { |
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152 | |
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153 | Pawn* pawn = this->carrierToPawnHelper(); |
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154 | if(pawn == nullptr) // If the PickupCarrier is no Pawn, then this pickup is useless and therefore is destroyed. |
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155 | this->Pickupable::destroy(); |
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156 | |
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157 | //Attach to pawn |
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158 | Drone* drone = new Drone(pawn->getContext()); // this is neccessary because the projectiles fired need a valid creator for the particlespawner (when colliding against something) |
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159 | drone->addTemplate(this->getDroneTemplate()); |
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160 | |
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161 | Controller* controller = drone->getController(); |
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162 | DroneController* droneController = orxonox_cast<DroneController*>(controller); |
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163 | if(droneController != nullptr) |
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164 | { |
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165 | droneController->setOwner(pawn); |
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166 | } |
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167 | |
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168 | Vector3 spawnPosition = pawn->getWorldPosition() + Vector3(30,0,-30); |
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169 | drone->setPosition(spawnPosition); |
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170 | |
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171 | // The pickup has been used up. |
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172 | this->setUsed(false); |
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173 | } |
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174 | else |
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175 | { |
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176 | // If either the pickup can only be used once or it is continuous and used up, it is destroyed upon setting it to unused. |
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177 | if(this->isOnce() || (this->isContinuous() )) |
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178 | { |
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179 | this->Pickupable::destroy(); |
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180 | } |
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181 | } |
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182 | } |
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183 | */ |
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