| 1 | /* | 
|---|
| 2 |  *   ORXONOX - the hottest 3D action shooter ever to exist | 
|---|
| 3 |  *                    > www.orxonox.net < | 
|---|
| 4 |  * | 
|---|
| 5 |  * | 
|---|
| 6 |  *   License notice: | 
|---|
| 7 |  * | 
|---|
| 8 |  *   This program is free software; you can redistribute it and/or | 
|---|
| 9 |  *   modify it under the terms of the GNU General Public License | 
|---|
| 10 |  *   as published by the Free Software Foundation; either version 2 | 
|---|
| 11 |  *   of the License, or (at your option) any later version. | 
|---|
| 12 |  * | 
|---|
| 13 |  *   This program is distributed in the hope that it will be useful, | 
|---|
| 14 |  *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
|---|
| 15 |  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
|---|
| 16 |  *   GNU General Public License for more details. | 
|---|
| 17 |  * | 
|---|
| 18 |  *   You should have received a copy of the GNU General Public License | 
|---|
| 19 |  *   along with this program; if not, write to the Free Software | 
|---|
| 20 |  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
|---|
| 21 |  * | 
|---|
| 22 |  *   Author: | 
|---|
| 23 |  *      Fabian 'x3n' Landau | 
|---|
| 24 |  *      Reto Grieder | 
|---|
| 25 |  *   Co-authors: | 
|---|
| 26 |  *      ... | 
|---|
| 27 |  * | 
|---|
| 28 |  */ | 
|---|
| 29 |  | 
|---|
| 30 | #include "MovableEntity.h" | 
|---|
| 31 |  | 
|---|
| 32 | #include "core/CoreIncludes.h" | 
|---|
| 33 | #include "core/GameMode.h" | 
|---|
| 34 | #include "core/XMLPort.h" | 
|---|
| 35 | #include "core/command/Executor.h" | 
|---|
| 36 | #include "worldentities/pawns/Pawn.h" | 
|---|
| 37 |  | 
|---|
| 38 | namespace orxonox | 
|---|
| 39 | { | 
|---|
| 40 |     static const float MAX_RESYNCHRONIZE_TIME = 3.0f; | 
|---|
| 41 |     static const float CONTINUOUS_SYNCHRONIZATION_TIME = 10.0f; | 
|---|
| 42 |  | 
|---|
| 43 |     RegisterClass(MovableEntity); | 
|---|
| 44 |  | 
|---|
| 45 |     MovableEntity::MovableEntity(Context* context) : MobileEntity(context) | 
|---|
| 46 |     { | 
|---|
| 47 |         RegisterObject(MovableEntity); | 
|---|
| 48 |  | 
|---|
| 49 |         this->overwrite_position_    = Vector3::ZERO; | 
|---|
| 50 |         this->overwrite_orientation_ = Quaternion::IDENTITY; | 
|---|
| 51 |  | 
|---|
| 52 |         this->continuousResynchroTimer_ = nullptr; | 
|---|
| 53 |  | 
|---|
| 54 |         this->setPriority(Priority::Low); | 
|---|
| 55 |  | 
|---|
| 56 |         this->registerVariables(); | 
|---|
| 57 |     } | 
|---|
| 58 |  | 
|---|
| 59 |     MovableEntity::~MovableEntity() | 
|---|
| 60 |     { | 
|---|
| 61 |         if (this->isInitialized()) | 
|---|
| 62 |             if (this->continuousResynchroTimer_) | 
|---|
| 63 |                 delete this->continuousResynchroTimer_; | 
|---|
| 64 |     } | 
|---|
| 65 |  | 
|---|
| 66 |     void MovableEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
|---|
| 67 |     { | 
|---|
| 68 |         SUPER(MovableEntity, XMLPort, xmlelement, mode); | 
|---|
| 69 |  | 
|---|
| 70 |         XMLPortParam(MovableEntity, "enablecollisiondamage", setEnableCollisionDamage, getEnableCollisionDamage, xmlelement, mode).defaultValues(false); | 
|---|
| 71 |         XMLPortParam(MovableEntity, "collisiondamage", setCollisionDamage, getCollisionDamage, xmlelement, mode).defaultValues(1); | 
|---|
| 72 |     } | 
|---|
| 73 |  | 
|---|
| 74 |     bool MovableEntity::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) | 
|---|
| 75 |     { | 
|---|
| 76 |         if (GameMode::isMaster() && enableCollisionDamage_) | 
|---|
| 77 |         { | 
|---|
| 78 |             Pawn* victim = orxonox_cast<Pawn*>(otherObject); | 
|---|
| 79 |             if (victim) | 
|---|
| 80 |             { | 
|---|
| 81 |                 float damage = this->collisionDamage_ * (victim->getVelocity() - this->getVelocity()).length(); | 
|---|
| 82 |                 victim->hit(nullptr, contactPoint, ownCollisionShape, damage); | 
|---|
| 83 |             } | 
|---|
| 84 |         } | 
|---|
| 85 |  | 
|---|
| 86 |         return false; | 
|---|
| 87 |     } | 
|---|
| 88 |  | 
|---|
| 89 |     void MovableEntity::registerVariables() | 
|---|
| 90 |     { | 
|---|
| 91 |         registerVariable(this->linearVelocity_,        VariableDirection::ToClient, new NetworkCallback<MovableEntity>(this, &MovableEntity::processLinearVelocity)); | 
|---|
| 92 |         registerVariable(this->angularVelocity_,       VariableDirection::ToClient, new NetworkCallback<MovableEntity>(this, &MovableEntity::processAngularVelocity)); | 
|---|
| 93 |  | 
|---|
| 94 |         registerVariable(this->overwrite_position_,    VariableDirection::ToClient, new NetworkCallback<MovableEntity>(this, &MovableEntity::overwritePosition)); | 
|---|
| 95 |         registerVariable(this->overwrite_orientation_, VariableDirection::ToClient, new NetworkCallback<MovableEntity>(this, &MovableEntity::overwriteOrientation)); | 
|---|
| 96 |     } | 
|---|
| 97 |  | 
|---|
| 98 |     void MovableEntity::clientConnected(unsigned int clientID) | 
|---|
| 99 |     { | 
|---|
| 100 |         this->resynchronizeTimer_.setTimer(rnd() * MAX_RESYNCHRONIZE_TIME, false, createExecutor(createFunctor(&MovableEntity::resynchronize, this))); | 
|---|
| 101 |     } | 
|---|
| 102 |  | 
|---|
| 103 |     void MovableEntity::clientDisconnected(unsigned int clientID) | 
|---|
| 104 |     { | 
|---|
| 105 |     } | 
|---|
| 106 |  | 
|---|
| 107 |     void MovableEntity::resynchronize() | 
|---|
| 108 |     { | 
|---|
| 109 |         if (GameMode::isMaster() && !this->continuousResynchroTimer_) | 
|---|
| 110 |         { | 
|---|
| 111 |             // Resynchronise every few seconds because we only work with velocities (no positions) | 
|---|
| 112 |             continuousResynchroTimer_ = new Timer(CONTINUOUS_SYNCHRONIZATION_TIME + rnd(-1, 1), | 
|---|
| 113 |                 true, createExecutor(createFunctor(&MovableEntity::resynchronize, this)), false); | 
|---|
| 114 |         } | 
|---|
| 115 |  | 
|---|
| 116 |         this->overwrite_position_ = this->getPosition(); | 
|---|
| 117 |         this->overwrite_orientation_ = this->getOrientation(); | 
|---|
| 118 |     } | 
|---|
| 119 | } | 
|---|