| 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 | #include "Pawn.h" | 
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| 30 |  | 
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| 31 | #include <algorithm> | 
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| 32 |  | 
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| 33 | #include "core/CoreIncludes.h" | 
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| 34 | #include "core/GameMode.h" | 
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| 35 | #include "core/XMLPort.h" | 
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| 36 | #include "core/EventIncludes.h" | 
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| 37 | #include "network/NetworkFunction.h" | 
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| 38 |  | 
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| 39 | #include "infos/PlayerInfo.h" | 
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| 40 | #include "controllers/Controller.h" | 
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| 41 | #include "gametypes/Gametype.h" | 
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| 42 | #include "graphics/ParticleSpawner.h" | 
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| 43 | #include "worldentities/ExplosionChunk.h" | 
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| 44 | #include "worldentities/ExplosionPart.h" | 
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| 45 | #include "weaponsystem/WeaponSystem.h" | 
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| 46 | #include "weaponsystem/WeaponSlot.h" | 
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| 47 | #include "weaponsystem/WeaponPack.h" | 
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| 48 | #include "weaponsystem/WeaponSet.h" | 
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| 49 | #include "weaponsystem/Munition.h" | 
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| 50 | #include "sound/WorldSound.h" | 
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| 51 | #include "core/object/ObjectListIterator.h" | 
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| 52 | #include "Level.h" | 
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| 53 | #include "scriptablecontroller/scriptable_controller.h" | 
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| 54 |  | 
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| 55 | #include "controllers/FormationController.h" | 
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| 56 |  | 
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| 57 | namespace orxonox | 
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| 58 | { | 
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| 59 |     RegisterClass(Pawn); | 
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| 60 |  | 
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| 61 |     SetConsoleCommand("Pawn", "debugDrawWeapons", &Pawn::consoleCommand_debugDrawWeapons).addShortcut(); | 
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| 62 |  | 
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| 63 |     Pawn::Pawn(Context* context) | 
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| 64 |         : ControllableEntity(context) | 
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| 65 |         , RadarViewable(this, static_cast<WorldEntity*>(this)) | 
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| 66 |     { | 
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| 67 |         RegisterObject(Pawn); | 
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| 68 |  | 
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| 69 |         this->bAlive_ = true; | 
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| 70 |         this->bVulnerable_ = true; | 
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| 71 |  | 
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| 72 |         this->health_ = 0; | 
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| 73 |         this->maxHealth_ = 0; | 
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| 74 |         this->initialHealth_ = 0; | 
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| 75 |  | 
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| 76 |         this->shieldHealth_ = 0; | 
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| 77 |         this->initialShieldHealth_ = 0; | 
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| 78 |         this->maxShieldHealth_ = 100; //otherwise shield might increase to float_max | 
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| 79 |         this->shieldAbsorption_ = 0.5; | 
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| 80 |         this->shieldRechargeRate_ = 0; | 
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| 81 |         this->shieldRechargeWaitTime_ = 1.0f; | 
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| 82 |         this->shieldRechargeWaitCountdown_ = 0; | 
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| 83 |  | 
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| 84 |         this->lastHitOriginator_ = nullptr; | 
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| 85 |  | 
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| 86 |         // set damage multiplier to default value 1, meaning nominal damage | 
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| 87 |         this->damageMultiplier_ = 1; | 
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| 88 |         this->acceptsPickups_ = true; | 
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| 89 |  | 
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| 90 |         this->spawnparticleduration_ = 3.0f; | 
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| 91 |  | 
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| 92 |         this->aimPosition_ = Vector3::ZERO; | 
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| 93 |  | 
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| 94 |         //this->explosionPartList_ = nullptr; | 
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| 95 |  | 
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| 96 |         if (GameMode::isMaster()) | 
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| 97 |         { | 
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| 98 |             this->weaponSystem_ = new WeaponSystem(this->getContext()); | 
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| 99 |             this->weaponSystem_->setPawn(this); | 
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| 100 |         } | 
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| 101 |         else | 
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| 102 |             this->weaponSystem_ = nullptr; | 
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| 103 |  | 
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| 104 |         this->setRadarObjectColour(ColourValue::Red); | 
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| 105 |         this->setRadarObjectShape(RadarViewable::Shape::Dot); | 
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| 106 |  | 
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| 107 |         this->registerVariables(); | 
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| 108 |  | 
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| 109 |         this->isHumanShip_ = this->hasLocalController(); | 
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| 110 |  | 
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| 111 |         this->setSyncMode(ObjectDirection::Bidirectional); // needed to synchronise e.g. aimposition | 
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| 112 |  | 
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| 113 |         if (GameMode::isMaster()) | 
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| 114 |         { | 
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| 115 |             this->explosionSound_ = new WorldSound(this->getContext()); | 
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| 116 |             this->explosionSound_->setVolume(1.0f); | 
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| 117 |         } | 
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| 118 |         else | 
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| 119 |         { | 
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| 120 |             this->explosionSound_ = nullptr; | 
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| 121 |         } | 
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| 122 |     } | 
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| 123 |  | 
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| 124 |     Pawn::~Pawn() | 
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| 125 |     { | 
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| 126 |         if (this->isInitialized()) | 
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| 127 |         { | 
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| 128 |             if (this->weaponSystem_) | 
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| 129 |                 this->weaponSystem_->destroy(); | 
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| 130 |         } | 
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| 131 |     } | 
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| 132 |  | 
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| 133 |     void Pawn::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 134 |     { | 
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| 135 |         SUPER(Pawn, XMLPort, xmlelement, mode); | 
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| 136 |  | 
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| 137 |         XMLPortParam(Pawn, "health", setHealth, getHealth, xmlelement, mode).defaultValues(100); | 
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| 138 |         XMLPortParam(Pawn, "maxhealth", setMaxHealth, getMaxHealth, xmlelement, mode).defaultValues(200); | 
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| 139 |         XMLPortParam(Pawn, "initialhealth", setInitialHealth, getInitialHealth, xmlelement, mode).defaultValues(100); | 
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| 140 |  | 
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| 141 |         XMLPortParam(Pawn, "shieldhealth", setShieldHealth, getShieldHealth, xmlelement, mode).defaultValues(0); | 
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| 142 |         XMLPortParam(Pawn, "initialshieldhealth", setInitialShieldHealth, getInitialShieldHealth, xmlelement, mode).defaultValues(0); | 
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| 143 |         XMLPortParam(Pawn, "maxshieldhealth", setMaxShieldHealth, getMaxShieldHealth, xmlelement, mode).defaultValues(100); | 
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| 144 |         XMLPortParam(Pawn, "shieldabsorption", setShieldAbsorption, getShieldAbsorption, xmlelement, mode).defaultValues(0); | 
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| 145 |  | 
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| 146 |         XMLPortParam(Pawn, "vulnerable", setVulnerable, isVulnerable, xmlelement, mode).defaultValues(true); | 
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| 147 |  | 
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| 148 |         XMLPortParam(Pawn, "spawnparticlesource", setSpawnParticleSource, getSpawnParticleSource, xmlelement, mode); | 
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| 149 |         XMLPortParam(Pawn, "spawnparticleduration", setSpawnParticleDuration, getSpawnParticleDuration, xmlelement, mode).defaultValues(3.0f); | 
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| 150 |         XMLPortParam(Pawn, "explosionchunks", setExplosionChunks, getExplosionChunks, xmlelement, mode).defaultValues(0); | 
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| 151 |  | 
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| 152 |         XMLPortObject(Pawn, WeaponSlot, "weaponslots", addWeaponSlot, getWeaponSlot, xmlelement, mode); | 
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| 153 |         XMLPortObject(Pawn, WeaponSet, "weaponsets", addWeaponSet, getWeaponSet, xmlelement, mode); | 
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| 154 |         XMLPortObject(Pawn, WeaponPack, "weaponpacks", addWeaponPackXML, getWeaponPack, xmlelement, mode); | 
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| 155 |         XMLPortObject(Pawn, Munition, "munition", addMunitionXML, getMunitionXML, xmlelement, mode); | 
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| 156 |  | 
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| 157 |         XMLPortObject(Pawn, ExplosionPart, "explosion", addExplosionPart, getExplosionPart, xmlelement, mode); | 
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| 158 |         XMLPortParam(Pawn, "shieldrechargerate", setShieldRechargeRate, getShieldRechargeRate, xmlelement, mode).defaultValues(0); | 
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| 159 |         XMLPortParam(Pawn, "shieldrechargewaittime", setShieldRechargeWaitTime, getShieldRechargeWaitTime, xmlelement, mode).defaultValues(1.0f); | 
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| 160 |  | 
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| 161 |         XMLPortParam(Pawn, "explosionSound",  setExplosionSound,  getExplosionSound,  xmlelement, mode); | 
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| 162 |  | 
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| 163 |         XMLPortParam ( RadarViewable, "radarname", setRadarName, getRadarName, xmlelement, mode ); | 
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| 164 |  | 
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| 165 |         if(!this->id_.empty() && this->getLevel() != nullptr) | 
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| 166 |             this->getLevel()->getScriptableController()->registerPawn(this->id_, this); | 
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| 167 |     } | 
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| 168 |  | 
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| 169 |     void Pawn::XMLEventPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 170 |     { | 
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| 171 |         SUPER(Pawn, XMLEventPort, xmlelement, mode); | 
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| 172 |  | 
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| 173 |         XMLPortEventState(Pawn, BaseObject, "vulnerability", setVulnerable, xmlelement, mode); | 
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| 174 |     } | 
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| 175 |  | 
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| 176 |     void Pawn::registerVariables() | 
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| 177 |     { | 
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| 178 |         registerVariable(this->bAlive_,            VariableDirection::ToClient); | 
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| 179 |         registerVariable(this->bVulnerable_,       VariableDirection::ToClient); | 
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| 180 |         registerVariable(this->health_,            VariableDirection::ToClient); | 
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| 181 |         registerVariable(this->maxHealth_,         VariableDirection::ToClient); | 
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| 182 |         registerVariable(this->shieldHealth_,      VariableDirection::ToClient); | 
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| 183 |         registerVariable(this->maxShieldHealth_,   VariableDirection::ToClient); | 
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| 184 |         registerVariable(this->shieldAbsorption_,  VariableDirection::ToClient); | 
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| 185 |         registerVariable(this->aimPosition_,       VariableDirection::ToServer);  // For the moment this variable gets only transfered to the server | 
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| 186 |     } | 
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| 187 |  | 
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| 188 |     void Pawn::tick(float dt) | 
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| 189 |     { | 
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| 190 |         //BigExplosion* chunk = new BigExplosion(this->getContext()); | 
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| 191 |         SUPER(Pawn, tick, dt); | 
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| 192 |  | 
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| 193 |         // Recharge the shield | 
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| 194 |         // TODO: use the existing timer functions instead | 
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| 195 |         if(this->shieldRechargeWaitCountdown_ > 0) | 
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| 196 |         { | 
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| 197 |             this->decreaseShieldRechargeCountdownTime(dt); | 
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| 198 |         } | 
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| 199 |         else | 
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| 200 |         { | 
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| 201 |             this->addShieldHealth(this->getShieldRechargeRate() * dt); | 
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| 202 |             this->resetShieldRechargeCountdown(); | 
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| 203 |         } | 
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| 204 |  | 
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| 205 |         if (GameMode::isMaster()) | 
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| 206 |         { | 
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| 207 |             if (this->health_ <= 0 && bAlive_) | 
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| 208 |             { | 
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| 209 |                 this->fireEvent(); // Event to notify anyone who wants to know about the death. | 
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| 210 |                 this->death(); | 
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| 211 |             } | 
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| 212 |         } | 
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| 213 |     } | 
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| 214 |  | 
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| 215 |     void Pawn::preDestroy() | 
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| 216 |     { | 
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| 217 |         // yay, multiple inheritance! | 
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| 218 |         this->ControllableEntity::preDestroy(); | 
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| 219 |         this->PickupCarrier::preDestroy(); | 
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| 220 |     } | 
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| 221 |  | 
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| 222 |     void Pawn::setPlayer(PlayerInfo* player) | 
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| 223 |     { | 
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| 224 |         ControllableEntity::setPlayer(player); | 
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| 225 |  | 
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| 226 |         if (this->getGametype()) | 
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| 227 |             this->getGametype()->playerStartsControllingPawn(player, this); | 
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| 228 |     } | 
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| 229 |  | 
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| 230 |     void Pawn::removePlayer() | 
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| 231 |     { | 
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| 232 |         if (this->getGametype()) | 
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| 233 |             this->getGametype()->playerStopsControllingPawn(this->getPlayer(), this); | 
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| 234 |  | 
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| 235 |         ControllableEntity::removePlayer(); | 
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| 236 |     } | 
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| 237 |  | 
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| 238 |  | 
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| 239 |     void Pawn::setHealth(float health) | 
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| 240 |     { | 
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| 241 |         this->health_ = std::min(health, this->maxHealth_); //Health can't be set to a value bigger than maxHealth, otherwise it will be reduced at first hit | 
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| 242 |     } | 
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| 243 |  | 
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| 244 |     void Pawn::setShieldHealth(float shieldHealth) | 
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| 245 |     { | 
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| 246 |         this->shieldHealth_ = std::min(shieldHealth, this->maxShieldHealth_); | 
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| 247 |     } | 
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| 248 |  | 
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| 249 |     void Pawn::setMaxShieldHealth(float maxshieldhealth) | 
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| 250 |     { | 
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| 251 |         this->maxShieldHealth_ = maxshieldhealth; | 
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| 252 |     } | 
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| 253 |  | 
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| 254 |     void Pawn::setShieldRechargeRate(float shieldRechargeRate) | 
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| 255 |     { | 
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| 256 |         this->shieldRechargeRate_ = shieldRechargeRate; | 
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| 257 |     } | 
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| 258 |  | 
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| 259 |     void Pawn::setShieldRechargeWaitTime(float shieldRechargeWaitTime) | 
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| 260 |     { | 
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| 261 |         this->shieldRechargeWaitTime_ = shieldRechargeWaitTime; | 
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| 262 |     } | 
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| 263 |  | 
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| 264 |     void Pawn::decreaseShieldRechargeCountdownTime(float dt) | 
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| 265 |     { | 
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| 266 |         this->shieldRechargeWaitCountdown_ -= dt; | 
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| 267 |     } | 
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| 268 |  | 
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| 269 |     void Pawn::changedVulnerability() | 
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| 270 |     { | 
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| 271 |  | 
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| 272 |     } | 
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| 273 |  | 
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| 274 |     void Pawn::damage(float damage, float healthdamage, float shielddamage, Pawn* originator, const btCollisionShape* cs) | 
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| 275 |     { | 
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| 276 |         // A pawn can only get damaged if it is vulnerable | 
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| 277 |         if (!isVulnerable()) | 
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| 278 |         { | 
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| 279 |             return; | 
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| 280 |         } | 
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| 281 |  | 
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| 282 |         // Applies multiplier given by the DamageBoost Pickup. | 
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| 283 |         if (originator) | 
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| 284 |             damage *= originator->getDamageMultiplier(); | 
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| 285 |  | 
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| 286 |         if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator)) | 
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| 287 |         { | 
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| 288 |             // Health-damage cannot be absorbed by shields. | 
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| 289 |             // Shield-damage only reduces shield health. | 
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| 290 |             // Normal damage can be (partially) absorbed by shields. | 
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| 291 |  | 
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| 292 |             if (shielddamage >= this->getShieldHealth()) | 
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| 293 |             { | 
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| 294 |                 this->setShieldHealth(0); | 
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| 295 |                 this->setHealth(this->health_ - (healthdamage + damage)); | 
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| 296 |             } | 
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| 297 |             else | 
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| 298 |             { | 
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| 299 |                 this->setShieldHealth(this->shieldHealth_ - shielddamage); | 
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| 300 |  | 
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| 301 |                 // remove remaining shieldAbsorpton-Part of damage from shield | 
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| 302 |                 shielddamage = damage * this->shieldAbsorption_; | 
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| 303 |                 shielddamage = std::min(this->getShieldHealth(),shielddamage); | 
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| 304 |                 this->setShieldHealth(this->shieldHealth_ - shielddamage); | 
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| 305 |  | 
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| 306 |                 // set remaining damage to health | 
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| 307 |                 this->setHealth(this->health_ - (damage - shielddamage) - healthdamage); | 
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| 308 |             } | 
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| 309 |             this->getLevel()->getScriptableController()->pawnHit(this, originator, this->health_, this->shieldHealth_); | 
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| 310 |  | 
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| 311 |             this->lastHitOriginator_ = originator; | 
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| 312 |         } | 
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| 313 |     } | 
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| 314 |  | 
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| 315 | // TODO: Still valid? | 
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| 316 | /* HIT-Funktionen | 
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| 317 |     Die hit-Funktionen muessen auch in src/orxonox/controllers/Controller.h angepasst werden! (Visuelle Effekte) | 
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| 318 |  | 
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| 319 | */ | 
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| 320 |     void Pawn::hit(Pawn* originator, const Vector3& force, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage) | 
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| 321 |     { | 
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| 322 |         if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) ) | 
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| 323 |         { | 
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| 324 |             this->damage(damage, healthdamage, shielddamage, originator, cs); | 
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| 325 |             this->setVelocity(this->getVelocity() + force); | 
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| 326 |         } | 
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| 327 |     } | 
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| 328 |  | 
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| 329 |     void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage) | 
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| 330 |     { | 
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| 331 |         if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) ) | 
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| 332 |         { | 
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| 333 |             this->damage(damage, healthdamage, shielddamage, originator, cs); | 
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| 334 |  | 
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| 335 |             if ( this->getController() ) | 
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| 336 |                 this->getController()->hit(originator, contactpoint, damage); // changed to damage, why shielddamage? | 
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| 337 |         } | 
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| 338 |     } | 
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| 339 |  | 
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| 340 |     void Pawn::kill() | 
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| 341 |     { | 
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| 342 |         this->damage(this->health_); | 
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| 343 |         this->death(); | 
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| 344 |     } | 
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| 345 |  | 
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| 346 |     void Pawn::spawneffect() | 
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| 347 |     { | 
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| 348 |         // play spawn effect | 
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| 349 |         if (!this->spawnparticlesource_.empty()) | 
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| 350 |         { | 
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| 351 |             ParticleSpawner* effect = new ParticleSpawner(this->getContext()); | 
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| 352 |             effect->setPosition(this->getPosition()); | 
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| 353 |             effect->setOrientation(this->getOrientation()); | 
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| 354 |             effect->setDestroyAfterLife(true); | 
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| 355 |             effect->setSource(this->spawnparticlesource_); | 
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| 356 |             effect->setLifetime(this->spawnparticleduration_); | 
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| 357 |         } | 
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| 358 |     } | 
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| 359 |  | 
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| 360 |     void Pawn::death() | 
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| 361 |     { | 
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| 362 |         this->setHealth(1); | 
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| 363 |         if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_)) | 
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| 364 |         { | 
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| 365 |             // Set bAlive_ to false and wait for destroyLater() to do the destruction | 
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| 366 |             this->bAlive_ = false; | 
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| 367 |             this->destroyLater(); | 
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| 368 |  | 
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| 369 |             this->setDestroyWhenPlayerLeft(false); | 
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| 370 |  | 
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| 371 |             if (this->getGametype()) | 
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| 372 |                 this->getGametype()->pawnKilled(this, this->lastHitOriginator_); | 
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| 373 |  | 
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| 374 |             if (this->getPlayer() && this->getPlayer()->getControllableEntity() == this) | 
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| 375 |             { | 
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| 376 |                 // Start to control a new entity if you're the master of a formation | 
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| 377 |                 if(this->hasSlaves()) | 
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| 378 |                 { | 
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| 379 |                     Controller* slave = this->getSlave(); | 
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| 380 |                     ControllableEntity* entity = slave->getControllableEntity(); | 
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| 381 |  | 
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| 382 |  | 
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| 383 |                     if(!entity->hasHumanController()) | 
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| 384 |                     { | 
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| 385 |                         // delete the AIController // <-- TODO: delete? nothing is deleted here... should we delete the controller? | 
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| 386 |                         slave->setControllableEntity(nullptr); | 
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| 387 |  | 
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| 388 |                         // set a new master within the formation | 
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| 389 |                         orxonox_cast<FormationController*>(this->getController())->setNewMasterWithinFormation(orxonox_cast<FormationController*>(slave)); | 
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| 390 |  | 
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| 391 |                         // start to control a slave | 
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| 392 |                         this->getPlayer()->startControl(entity); | 
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| 393 |                     } | 
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| 394 |                     else | 
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| 395 |                     { | 
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| 396 |                         this->getPlayer()->stopControl(); | 
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| 397 |                     } | 
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| 398 |  | 
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| 399 |                 } | 
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| 400 |                 else | 
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| 401 |                 { | 
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| 402 |                     this->getPlayer()->stopControl(); | 
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| 403 |                 } | 
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| 404 |             } | 
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| 405 |             if (GameMode::isMaster()) | 
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| 406 |             { | 
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| 407 |                 this->goWithStyle(); | 
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| 408 |             } | 
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| 409 |         } | 
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| 410 |  | 
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| 411 |         this->getLevel()->getScriptableController()->pawnKilled(this); | 
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| 412 |     } | 
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| 413 |     void Pawn::goWithStyle() | 
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| 414 |     { | 
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| 415 |  | 
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| 416 |         this->bAlive_ = false; | 
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| 417 |         this->setDestroyWhenPlayerLeft(false); | 
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| 418 |  | 
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| 419 |         while(!explosionPartList_.empty()) | 
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| 420 |         { | 
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| 421 |             explosionPartList_.back()->setPosition(this->getPosition()); | 
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| 422 |             explosionPartList_.back()->setVelocity(this->getVelocity()); | 
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| 423 |             explosionPartList_.back()->setOrientation(this->getOrientation()); | 
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| 424 |             explosionPartList_.back()->Explode(); | 
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| 425 |             explosionPartList_.pop_back(); | 
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| 426 |         } | 
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| 427 |  | 
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| 428 |         for (unsigned int i = 0; i < this->numexplosionchunks_; ++i) | 
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| 429 |         { | 
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| 430 |             ExplosionChunk* chunk = new ExplosionChunk(this->getContext()); | 
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| 431 |             chunk->setPosition(this->getPosition()); | 
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| 432 |         } | 
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| 433 |  | 
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| 434 |         this->explosionSound_->setPosition(this->getPosition()); | 
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| 435 |         this->explosionSound_->play(); | 
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| 436 |     } | 
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| 437 |  | 
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| 438 |     /** | 
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| 439 |     @brief | 
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| 440 |         Check whether the Pawn has a @ref orxonox::WeaponSystem and fire it with the specified firemode if it has one. | 
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| 441 |     */ | 
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| 442 |  | 
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| 443 |     void Pawn::fired(unsigned int firemode) | 
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| 444 |     { | 
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| 445 |         if (this->weaponSystem_) | 
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| 446 |             this->weaponSystem_->fire(firemode); | 
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| 447 |     } | 
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| 448 |  | 
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| 449 |     void Pawn::postSpawn() | 
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| 450 |     { | 
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| 451 |         this->setHealth(this->initialHealth_); | 
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| 452 |         if (GameMode::isMaster()) | 
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| 453 |             this->spawneffect(); | 
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| 454 |     } | 
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| 455 |  | 
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| 456 |  | 
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| 457 |     void Pawn::addExplosionPart(ExplosionPart* ePart) | 
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| 458 |     {this->explosionPartList_.push_back(ePart);} | 
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| 459 |  | 
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| 460 |  | 
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| 461 |     ExplosionPart * Pawn::getExplosionPart() | 
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| 462 |     {return this->explosionPartList_.back();} | 
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| 463 |  | 
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| 464 |  | 
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| 465 |  | 
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| 466 |     /* WeaponSystem: | 
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| 467 |     *   functions load Slot, Set, Pack from XML and make sure all parent-pointers are set. | 
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| 468 |     *   with setWeaponPack you can not just load a Pack from XML but if a Pack already exists anywhere, you can attach it. | 
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| 469 |     *       --> e.g. Pickup-Items | 
|---|
| 470 |     */ | 
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| 471 |     void Pawn::addWeaponSlot(WeaponSlot * wSlot) | 
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| 472 |     { | 
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| 473 |         this->attach(wSlot); | 
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| 474 |         if (this->weaponSystem_) | 
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| 475 |             this->weaponSystem_->addWeaponSlot(wSlot); | 
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| 476 |     } | 
|---|
| 477 |  | 
|---|
| 478 |     WeaponSlot * Pawn::getWeaponSlot(unsigned int index) const | 
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| 479 |     { | 
|---|
| 480 |         if (this->weaponSystem_) | 
|---|
| 481 |             return this->weaponSystem_->getWeaponSlot(index); | 
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| 482 |         else | 
|---|
| 483 |             return nullptr; | 
|---|
| 484 |     } | 
|---|
| 485 |  | 
|---|
| 486 |     void Pawn::addWeaponSet(WeaponSet * wSet) | 
|---|
| 487 |     { | 
|---|
| 488 |         if (this->weaponSystem_) | 
|---|
| 489 |             this->weaponSystem_->addWeaponSet(wSet); | 
|---|
| 490 |     } | 
|---|
| 491 |  | 
|---|
| 492 |     WeaponSet * Pawn::getWeaponSet(unsigned int index) const | 
|---|
| 493 |     { | 
|---|
| 494 |         if (this->weaponSystem_) | 
|---|
| 495 |             return this->weaponSystem_->getWeaponSet(index); | 
|---|
| 496 |         else | 
|---|
| 497 |             return nullptr; | 
|---|
| 498 |     } | 
|---|
| 499 |  | 
|---|
| 500 |     void Pawn::addWeaponPack(WeaponPack * wPack) | 
|---|
| 501 |     { | 
|---|
| 502 |         if (this->weaponSystem_) | 
|---|
| 503 |         { | 
|---|
| 504 |             this->weaponSystem_->addWeaponPack(wPack); | 
|---|
| 505 |             this->addedWeaponPack(wPack); | 
|---|
| 506 |         } | 
|---|
| 507 |     } | 
|---|
| 508 |  | 
|---|
| 509 |     void Pawn::addWeaponPackXML(WeaponPack * wPack) | 
|---|
| 510 |     { | 
|---|
| 511 |         if (this->weaponSystem_) | 
|---|
| 512 |         { | 
|---|
| 513 |             if (!this->weaponSystem_->addWeaponPack(wPack)) | 
|---|
| 514 |                 wPack->destroy(); | 
|---|
| 515 |             else | 
|---|
| 516 |                 this->addedWeaponPack(wPack); | 
|---|
| 517 |         } | 
|---|
| 518 |     } | 
|---|
| 519 |  | 
|---|
| 520 |     WeaponPack * Pawn::getWeaponPack(unsigned int index) const | 
|---|
| 521 |     { | 
|---|
| 522 |         if (this->weaponSystem_) | 
|---|
| 523 |             return this->weaponSystem_->getWeaponPack(index); | 
|---|
| 524 |         else | 
|---|
| 525 |             return nullptr; | 
|---|
| 526 |     } | 
|---|
| 527 |  | 
|---|
| 528 |     void Pawn::addMunitionXML(Munition* munition) | 
|---|
| 529 |     { | 
|---|
| 530 |         if (this->weaponSystem_ && munition) | 
|---|
| 531 |         { | 
|---|
| 532 |             this->weaponSystem_->addMunition(munition); | 
|---|
| 533 |         } | 
|---|
| 534 |     } | 
|---|
| 535 |  | 
|---|
| 536 |     Munition* Pawn::getMunitionXML() const | 
|---|
| 537 |     { | 
|---|
| 538 |         return nullptr; | 
|---|
| 539 |     } | 
|---|
| 540 |  | 
|---|
| 541 |     Munition* Pawn::getMunition(SubclassIdentifier<Munition> * identifier) | 
|---|
| 542 |     { | 
|---|
| 543 |         if (weaponSystem_) | 
|---|
| 544 |         { | 
|---|
| 545 |             return weaponSystem_->getMunition(identifier); | 
|---|
| 546 |         } | 
|---|
| 547 |  | 
|---|
| 548 |         return nullptr; | 
|---|
| 549 |     } | 
|---|
| 550 |  | 
|---|
| 551 |     //Tell the Map (RadarViewable), if this is a playership | 
|---|
| 552 |     void Pawn::startLocalHumanControl() | 
|---|
| 553 |     { | 
|---|
| 554 | //        SUPER(ControllableEntity, startLocalHumanControl()); | 
|---|
| 555 |         ControllableEntity::startLocalHumanControl(); | 
|---|
| 556 |         this->isHumanShip_ = true; | 
|---|
| 557 |     } | 
|---|
| 558 |  | 
|---|
| 559 |     void Pawn::changedVisibility(void) | 
|---|
| 560 |     { | 
|---|
| 561 |         SUPER(Pawn, changedVisibility); | 
|---|
| 562 |  | 
|---|
| 563 |         // enable proper radarviewability when the visibility is changed | 
|---|
| 564 |         this->RadarViewable::settingsChanged(); | 
|---|
| 565 |     } | 
|---|
| 566 |  | 
|---|
| 567 |  | 
|---|
| 568 |     // A function to check if this pawn's controller is the master of any formationcontroller | 
|---|
| 569 |     bool Pawn::hasSlaves() | 
|---|
| 570 |     { | 
|---|
| 571 |         for (FormationController* controller : ObjectList<FormationController>()) | 
|---|
| 572 |         { | 
|---|
| 573 |             // checks if the pawn's controller has a slave | 
|---|
| 574 |             if (this->hasHumanController() && controller->getMaster() == this->getPlayer()->getController()) | 
|---|
| 575 |                 return true; | 
|---|
| 576 |         } | 
|---|
| 577 |         return false; | 
|---|
| 578 |     } | 
|---|
| 579 |  | 
|---|
| 580 |     // A function that returns a slave of the pawn's controller | 
|---|
| 581 |     Controller* Pawn::getSlave(){ | 
|---|
| 582 |         for (FormationController* controller : ObjectList<FormationController>()) | 
|---|
| 583 |         { | 
|---|
| 584 |             if (this->hasHumanController() && controller->getMaster() == this->getPlayer()->getController()) | 
|---|
| 585 |                 return controller->getController(); | 
|---|
| 586 |         } | 
|---|
| 587 |         return nullptr; | 
|---|
| 588 |     } | 
|---|
| 589 |  | 
|---|
| 590 |  | 
|---|
| 591 |     void Pawn::setExplosionSound(const std::string &explosionSound) | 
|---|
| 592 |     { | 
|---|
| 593 |         if(explosionSound_ ) | 
|---|
| 594 |             explosionSound_->setSource(explosionSound); | 
|---|
| 595 |         else | 
|---|
| 596 |             assert(0); // This should never happen, because soundpointer is only available on master | 
|---|
| 597 |     } | 
|---|
| 598 |  | 
|---|
| 599 |     const std::string& Pawn::getExplosionSound() | 
|---|
| 600 |     { | 
|---|
| 601 |         if( explosionSound_ ) | 
|---|
| 602 |             return explosionSound_->getSource(); | 
|---|
| 603 |         else | 
|---|
| 604 |             assert(0); | 
|---|
| 605 |         return BLANKSTRING; | 
|---|
| 606 |     } | 
|---|
| 607 |  | 
|---|
| 608 |     void Pawn::drawWeapons(bool bDraw) | 
|---|
| 609 |     { | 
|---|
| 610 |         if (bDraw) | 
|---|
| 611 |         { | 
|---|
| 612 |             std::vector<WeaponSlot*> weaponSlots = weaponSystem_->getAllWeaponSlots(); | 
|---|
| 613 |             int numWeaponSlots = weaponSlots.size(); | 
|---|
| 614 |             Vector3 slotPosition = Vector3::ZERO; | 
|---|
| 615 |             Quaternion slotOrientation = Quaternion::IDENTITY; | 
|---|
| 616 |             Model* slotModel = nullptr; | 
|---|
| 617 |  | 
|---|
| 618 |             for (int i = 0; i < numWeaponSlots; ++i) | 
|---|
| 619 |             { | 
|---|
| 620 |                 slotPosition = weaponSlots.at(i)->getPosition(); | 
|---|
| 621 |                 slotOrientation = weaponSlots.at(i)->getOrientation(); | 
|---|
| 622 |                 slotModel = new Model(this->getContext()); | 
|---|
| 623 |                 slotModel->setMeshSource("Coordinates.mesh"); | 
|---|
| 624 |                 slotModel->setScale(3.0f); | 
|---|
| 625 |                 slotModel->setOrientation(slotOrientation); | 
|---|
| 626 |                 slotModel->setPosition(slotPosition); | 
|---|
| 627 |  | 
|---|
| 628 |                 this->attach(slotModel); | 
|---|
| 629 |                 debugWeaponSlotModels_.push_back(slotModel); | 
|---|
| 630 |             } | 
|---|
| 631 |         } | 
|---|
| 632 |         else | 
|---|
| 633 |         { | 
|---|
| 634 |             // delete all debug models | 
|---|
| 635 |             for(Model* model : debugWeaponSlotModels_) | 
|---|
| 636 |             { | 
|---|
| 637 |                 model->destroy(); | 
|---|
| 638 |             } | 
|---|
| 639 |             debugWeaponSlotModels_.clear(); | 
|---|
| 640 |         } | 
|---|
| 641 |     } | 
|---|
| 642 |  | 
|---|
| 643 |     /*static*/ void Pawn::consoleCommand_debugDrawWeapons(bool bDraw) | 
|---|
| 644 |     { | 
|---|
| 645 |         if (bDraw) | 
|---|
| 646 |         { | 
|---|
| 647 |             orxout() << "WeaponSlot visualization enabled." << endl; | 
|---|
| 648 |         } | 
|---|
| 649 |         else | 
|---|
| 650 |         { | 
|---|
| 651 |             orxout() << "WeaponSlot visualization disabled." << endl; | 
|---|
| 652 |         } | 
|---|
| 653 |  | 
|---|
| 654 |         ObjectList<Pawn> pawnList; | 
|---|
| 655 |         for (ObjectListIterator<Pawn> it = pawnList.begin(); it != pawnList.end(); ++it) | 
|---|
| 656 |         { | 
|---|
| 657 |             it->drawWeapons(bDraw); | 
|---|
| 658 |         } | 
|---|
| 659 |     } | 
|---|
| 660 | } | 
|---|