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source: code/branches/ai2/src/orxonox/worldentities/pawns/Pawn.cc @ 8875

Last change on this file since 8875 was 8875, checked in by jo, 13 years ago

Radar fix: pawns were not displayed when their visibility/activity changed from 'invisible' to 'visible'.

  • Property svn:eol-style set to native
File size: 15.1 KB
Line 
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 *   Co-authors:
25 *      Simon Miescher
26 *
27 */
28
29#include "Pawn.h"
30
31#include <algorithm>
32
33#include "core/CoreIncludes.h"
34#include "core/GameMode.h"
35#include "core/XMLPort.h"
36#include "network/NetworkFunction.h"
37
38#include "infos/PlayerInfo.h"
39#include "controllers/Controller.h"
40#include "gametypes/Gametype.h"
41#include "graphics/ParticleSpawner.h"
42#include "worldentities/ExplosionChunk.h"
43#include "worldentities/BigExplosion.h"
44#include "weaponsystem/WeaponSystem.h"
45#include "weaponsystem/WeaponSlot.h"
46#include "weaponsystem/WeaponPack.h"
47#include "weaponsystem/WeaponSet.h"
48
49
50namespace orxonox
51{
52    CreateFactory(Pawn);
53
54    Pawn::Pawn(BaseObject* creator)
55        : ControllableEntity(creator)
56        , RadarViewable(creator, static_cast<WorldEntity*>(this))
57    {
58        RegisterObject(Pawn);
59
60        this->bAlive_ = true;
61        this->bReload_ = false;
62
63        this->health_ = 0;
64        this->maxHealth_ = 0;
65        this->initialHealth_ = 0;
66
67        this->shieldHealth_ = 0;
68        this->initialShieldHealth_ = 0;
69        this->maxShieldHealth_ = 100; //otherwise shield might increase to float_max
70        this->shieldAbsorption_ = 0.5;
71
72        this->reloadRate_ = 0;
73        this->reloadWaitTime_ = 1.0f;
74        this->reloadWaitCountdown_ = 0;
75
76        this->lastHitOriginator_ = 0;
77
78        this->spawnparticleduration_ = 3.0f;
79
80        this->aimPosition_ = Vector3::ZERO;
81
82        if (GameMode::isMaster())
83        {
84            this->weaponSystem_ = new WeaponSystem(this);
85            this->weaponSystem_->setPawn(this);
86        }
87        else
88            this->weaponSystem_ = 0;
89
90        this->setRadarObjectColour(ColourValue::Red);
91        this->setRadarObjectShape(RadarViewable::Dot);
92
93        this->registerVariables();
94
95        this->isHumanShip_ = this->hasLocalController();
96
97        this->setSyncMode(ObjectDirection::Bidirectional); // needed to synchronise e.g. aimposition
98    }
99
100    Pawn::~Pawn()
101    {
102        if (this->isInitialized())
103        {
104            if (this->weaponSystem_)
105                this->weaponSystem_->destroy();
106        }
107    }
108
109    void Pawn::XMLPort(Element& xmlelement, XMLPort::Mode mode)
110    {
111        SUPER(Pawn, XMLPort, xmlelement, mode);
112
113        XMLPortParam(Pawn, "health", setHealth, getHealth, xmlelement, mode).defaultValues(100);
114        XMLPortParam(Pawn, "maxhealth", setMaxHealth, getMaxHealth, xmlelement, mode).defaultValues(200);
115        XMLPortParam(Pawn, "initialhealth", setInitialHealth, getInitialHealth, xmlelement, mode).defaultValues(100);
116
117        XMLPortParam(Pawn, "shieldhealth", setShieldHealth, getShieldHealth, xmlelement, mode).defaultValues(0);
118        XMLPortParam(Pawn, "initialshieldhealth", setInitialShieldHealth, getInitialShieldHealth, xmlelement, mode).defaultValues(0);
119        XMLPortParam(Pawn, "maxshieldhealth", setMaxShieldHealth, getMaxShieldHealth, xmlelement, mode).defaultValues(100);
120        XMLPortParam(Pawn, "shieldabsorption", setShieldAbsorption, getShieldAbsorption, xmlelement, mode).defaultValues(0);
121
122        XMLPortParam(Pawn, "spawnparticlesource", setSpawnParticleSource, getSpawnParticleSource, xmlelement, mode);
123        XMLPortParam(Pawn, "spawnparticleduration", setSpawnParticleDuration, getSpawnParticleDuration, xmlelement, mode).defaultValues(3.0f);
124        XMLPortParam(Pawn, "explosionchunks", setExplosionChunks, getExplosionChunks, xmlelement, mode).defaultValues(7);
125
126        XMLPortObject(Pawn, WeaponSlot, "weaponslots", addWeaponSlot, getWeaponSlot, xmlelement, mode);
127        XMLPortObject(Pawn, WeaponSet, "weaponsets", addWeaponSet, getWeaponSet, xmlelement, mode);
128        XMLPortObject(Pawn, WeaponPack, "weapons", addWeaponPackXML, getWeaponPack, xmlelement, mode);
129
130        XMLPortParam(Pawn, "reloadrate", setReloadRate, getReloadRate, xmlelement, mode).defaultValues(0);
131        XMLPortParam(Pawn, "reloadwaittime", setReloadWaitTime, getReloadWaitTime, xmlelement, mode).defaultValues(1.0f);
132    }
133
134    void Pawn::registerVariables()
135    {
136        registerVariable(this->bAlive_,           VariableDirection::ToClient);
137        registerVariable(this->health_,           VariableDirection::ToClient);
138        registerVariable(this->maxHealth_,        VariableDirection::ToClient);
139        registerVariable(this->shieldHealth_,     VariableDirection::ToClient);
140        registerVariable(this->maxShieldHealth_,  VariableDirection::ToClient);
141        registerVariable(this->shieldAbsorption_, VariableDirection::ToClient);
142        registerVariable(this->bReload_,          VariableDirection::ToServer);
143        registerVariable(this->aimPosition_,      VariableDirection::ToServer);  // For the moment this variable gets only transfered to the server
144    }
145
146    void Pawn::tick(float dt)
147    {
148        SUPER(Pawn, tick, dt);
149
150        this->bReload_ = false;
151
152        // TODO: use the existing timer functions instead
153        if(this->reloadWaitCountdown_ > 0)
154        {
155            this->decreaseReloadCountdownTime(dt);
156        }
157        else
158        {
159            this->addShieldHealth(this->getReloadRate() * dt);
160            this->resetReloadCountdown();
161        }
162
163        if (GameMode::isMaster())
164        {
165            if (this->health_ <= 0 && bAlive_)
166            {
167                this->fireEvent(); // Event to notify anyone who wants to know about the death.
168                this->death();
169            }
170        }
171    }
172
173    void Pawn::preDestroy()
174    {
175        // yay, multiple inheritance!
176        this->ControllableEntity::preDestroy();
177        this->PickupCarrier::preDestroy();
178    }
179
180    void Pawn::setPlayer(PlayerInfo* player)
181    {
182        ControllableEntity::setPlayer(player);
183
184        if (this->getGametype())
185            this->getGametype()->playerStartsControllingPawn(player, this);
186    }
187
188    void Pawn::removePlayer()
189    {
190        if (this->getGametype())
191            this->getGametype()->playerStopsControllingPawn(this->getPlayer(), this);
192
193        ControllableEntity::removePlayer();
194    }
195
196
197    void Pawn::setHealth(float health)
198    {
199        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
200    }
201
202    void Pawn::setShieldHealth(float shieldHealth)
203    {
204        this->shieldHealth_ = std::min(shieldHealth, this->maxShieldHealth_);
205    }
206
207    void Pawn::setMaxShieldHealth(float maxshieldhealth)
208    {
209        this->maxShieldHealth_ = maxshieldhealth;
210    }
211
212    void Pawn::setReloadRate(float reloadrate)
213    {
214        this->reloadRate_ = reloadrate;
215    }
216
217    void Pawn::setReloadWaitTime(float reloadwaittime)
218    {
219        this->reloadWaitTime_ = reloadwaittime;
220    }
221
222    void Pawn::decreaseReloadCountdownTime(float dt)
223    {
224        this->reloadWaitCountdown_ -= dt;
225    }
226
227    void Pawn::damage(float damage, float healthdamage, float shielddamage, Pawn* originator)
228    {
229        if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
230        {
231            if (shielddamage >= this->getShieldHealth())
232            {
233                this->setShieldHealth(0);
234                this->setHealth(this->health_ - (healthdamage + damage));
235            }
236            else
237            {
238                this->setShieldHealth(this->shieldHealth_ - shielddamage);
239
240                // remove remaining shieldAbsorpton-Part of damage from shield
241                shielddamage = damage * this->shieldAbsorption_;
242                shielddamage = std::min(this->getShieldHealth(),shielddamage);
243                this->setShieldHealth(this->shieldHealth_ - shielddamage);
244
245                // set remaining damage to health
246                this->setHealth(this->health_ - (damage - shielddamage) - healthdamage);
247            }
248
249            this->lastHitOriginator_ = originator;
250        }
251    }
252
253// TODO: Still valid?
254/* HIT-Funktionen
255    Die hit-Funktionen muessen auch in src/orxonox/controllers/Controller.h angepasst werden! (Visuelle Effekte)
256
257*/
258
259    void Pawn::hit(Pawn* originator, const Vector3& force, float damage, float healthdamage, float shielddamage)
260    {
261        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
262        {
263            this->damage(damage, healthdamage, shielddamage, originator);
264            this->setVelocity(this->getVelocity() + force);
265        }
266    }
267
268
269    void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage, float shielddamage)
270    {
271        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
272        {
273            this->damage(damage, healthdamage, shielddamage, originator);
274
275            if ( this->getController() )
276                this->getController()->hit(originator, contactpoint, damage); // changed to damage, why shielddamage?
277        }
278    }
279
280
281    void Pawn::kill()
282    {
283        this->damage(this->health_);
284        this->death();
285    }
286
287    void Pawn::spawneffect()
288    {
289        // play spawn effect
290        if (!this->spawnparticlesource_.empty())
291        {
292            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
293            effect->setPosition(this->getPosition());
294            effect->setOrientation(this->getOrientation());
295            effect->setDestroyAfterLife(true);
296            effect->setSource(this->spawnparticlesource_);
297            effect->setLifetime(this->spawnparticleduration_);
298        }
299    }
300
301    void Pawn::death()
302    {
303        this->setHealth(1);
304        if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_))
305        {
306            // Set bAlive_ to false and wait for PawnManager to do the destruction
307            this->bAlive_ = false;
308
309            this->setDestroyWhenPlayerLeft(false);
310
311            if (this->getGametype())
312                this->getGametype()->pawnKilled(this, this->lastHitOriginator_);
313
314            if (this->getPlayer() && this->getPlayer()->getControllableEntity() == this)
315                this->getPlayer()->stopControl();
316
317            if (GameMode::isMaster())
318            {
319//                this->deathEffect();
320                this->goWithStyle();
321            }
322        }
323    }
324    void Pawn::goWithStyle()
325    {
326        this->bAlive_ = false;
327        this->setDestroyWhenPlayerLeft(false);
328
329        BigExplosion* chunk = new BigExplosion(this->getCreator());
330        chunk->setPosition(this->getPosition());
331
332    }
333    void Pawn::deatheffect()
334    {
335        // play death effect
336        {
337            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
338            effect->setPosition(this->getPosition());
339            effect->setOrientation(this->getOrientation());
340            effect->setDestroyAfterLife(true);
341            effect->setSource("Orxonox/explosion2b");
342            effect->setLifetime(4.0f);
343        }
344        {
345            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
346            effect->setPosition(this->getPosition());
347            effect->setOrientation(this->getOrientation());
348            effect->setDestroyAfterLife(true);
349            effect->setSource("Orxonox/smoke6");
350            effect->setLifetime(4.0f);
351        }
352        {
353            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
354            effect->setPosition(this->getPosition());
355            effect->setOrientation(this->getOrientation());
356            effect->setDestroyAfterLife(true);
357            effect->setSource("Orxonox/sparks");
358            effect->setLifetime(4.0f);
359        }
360        for (unsigned int i = 0; i < this->numexplosionchunks_; ++i)
361        {
362            ExplosionChunk* chunk = new ExplosionChunk(this->getCreator());
363            chunk->setPosition(this->getPosition());
364        }
365    }
366
367    void Pawn::fired(unsigned int firemode)
368    {
369        if (this->weaponSystem_)
370            this->weaponSystem_->fire(firemode);
371    }
372
373    void Pawn::reload()
374    {
375        this->bReload_ = true;
376    }
377
378    void Pawn::postSpawn()
379    {
380        this->setHealth(this->initialHealth_);
381        if (GameMode::isMaster())
382            this->spawneffect();
383    }
384
385    /* WeaponSystem:
386    *   functions load Slot, Set, Pack from XML and make sure all parent-pointers are set.
387    *   with setWeaponPack you can not just load a Pack from XML but if a Pack already exists anywhere, you can attach it.
388    *       --> e.g. Pickup-Items
389    */
390    void Pawn::addWeaponSlot(WeaponSlot * wSlot)
391    {
392        this->attach(wSlot);
393        if (this->weaponSystem_)
394            this->weaponSystem_->addWeaponSlot(wSlot);
395    }
396
397    WeaponSlot * Pawn::getWeaponSlot(unsigned int index) const
398    {
399        if (this->weaponSystem_)
400            return this->weaponSystem_->getWeaponSlot(index);
401        else
402            return 0;
403    }
404
405    void Pawn::addWeaponSet(WeaponSet * wSet)
406    {
407        if (this->weaponSystem_)
408            this->weaponSystem_->addWeaponSet(wSet);
409    }
410
411    WeaponSet * Pawn::getWeaponSet(unsigned int index) const
412    {
413        if (this->weaponSystem_)
414            return this->weaponSystem_->getWeaponSet(index);
415        else
416            return 0;
417    }
418
419    void Pawn::addWeaponPack(WeaponPack * wPack)
420    {
421        if (this->weaponSystem_)
422        {
423            this->weaponSystem_->addWeaponPack(wPack);
424            this->addedWeaponPack(wPack);
425        }
426    }
427
428    void Pawn::addWeaponPackXML(WeaponPack * wPack)
429    {
430        if (this->weaponSystem_)
431        {
432            if (!this->weaponSystem_->addWeaponPack(wPack))
433                wPack->destroy();
434            else
435                this->addedWeaponPack(wPack);
436        }
437    }
438
439    WeaponPack * Pawn::getWeaponPack(unsigned int index) const
440    {
441        if (this->weaponSystem_)
442            return this->weaponSystem_->getWeaponPack(index);
443        else
444            return 0;
445    }
446
447    //Tell the Map (RadarViewable), if this is a playership
448    void Pawn::startLocalHumanControl()
449    {
450//        SUPER(ControllableEntity, changedPlayer());
451        ControllableEntity::startLocalHumanControl();
452        this->isHumanShip_ = true;
453    }
454
455    void Pawn::changedActivity(void)
456    {
457        SUPER(Pawn, changedActivity);
458
459        this->setRadarVisibility(this->isActive());
460    }
461
462    void Pawn::changedVisibility(void)
463    {
464        SUPER(Pawn, changedVisibility);
465        //this->setVisible(this->isVisible());
466        this->setRadarVisibility(this->isVisible());
467    }
468
469}
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