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source: code/branches/gameimmersion/src/orxonox/worldentities/pawns/Pawn.cc @ 8549

Last change on this file since 8549 was 8549, checked in by simonmie, 13 years ago

some more comments, fixed initial damage missetting

  • Property svn:eol-style set to native
File size: 17.3 KB
RevLine 
[2072]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 *      ...
26 *
27 */
28
29#include "Pawn.h"
30
[3280]31#include <algorithm>
32
[3196]33#include "core/CoreIncludes.h"
[2896]34#include "core/GameMode.h"
[2072]35#include "core/XMLPort.h"
[3196]36#include "network/NetworkFunction.h"
37
[2662]38#include "PawnManager.h"
[5735]39#include "infos/PlayerInfo.h"
[6417]40#include "controllers/Controller.h"
[5735]41#include "gametypes/Gametype.h"
[5737]42#include "graphics/ParticleSpawner.h"
[5735]43#include "worldentities/ExplosionChunk.h"
44#include "worldentities/BigExplosion.h"
45#include "weaponsystem/WeaponSystem.h"
46#include "weaponsystem/WeaponSlot.h"
47#include "weaponsystem/WeaponPack.h"
48#include "weaponsystem/WeaponSet.h"
[2072]49
[3084]50
[2072]51namespace orxonox
52{
53    CreateFactory(Pawn);
54
[7163]55    Pawn::Pawn(BaseObject* creator)
56        : ControllableEntity(creator)
57        , RadarViewable(creator, static_cast<WorldEntity*>(this))
[2072]58    {
59        RegisterObject(Pawn);
60
[2662]61        PawnManager::touch();
62        this->bAlive_ = true;
[3053]63        this->bReload_ = false;
[2072]64
65        this->health_ = 0;
66        this->maxHealth_ = 0;
67        this->initialHealth_ = 0;
[7163]68        this->shieldHealth_ = 0;
69        this->shieldAbsorption_ = 0.5;
[8183]70////////////////////////me
71        this->reloadRate_ = 0;
72        this->reloadWaitTime_ = 1.0f;
73        this->reloadWaitCountdown_ = 0;
[8184]74
75        this->maxShieldHealth_ = 0;
[8183]76////////////////////////end me
[2072]77
78        this->lastHitOriginator_ = 0;
79
[2662]80        this->spawnparticleduration_ = 3.0f;
[2098]81
[6417]82        this->aimPosition_ = Vector3::ZERO;
83
[2896]84        if (GameMode::isMaster())
[2662]85        {
86            this->weaponSystem_ = new WeaponSystem(this);
[3053]87            this->weaponSystem_->setPawn(this);
[2662]88        }
89        else
90            this->weaponSystem_ = 0;
91
92        this->setRadarObjectColour(ColourValue::Red);
93        this->setRadarObjectShape(RadarViewable::Dot);
94
[2072]95        this->registerVariables();
[3089]96
97        this->isHumanShip_ = this->hasLocalController();
[2072]98    }
99
100    Pawn::~Pawn()
101    {
[2662]102        if (this->isInitialized())
103        {
104            if (this->weaponSystem_)
[5929]105                this->weaponSystem_->destroy();
[2662]106        }
[2072]107    }
108
109    void Pawn::XMLPort(Element& xmlelement, XMLPort::Mode mode)
110    {
111        SUPER(Pawn, XMLPort, xmlelement, mode);
112
[2662]113        XMLPortParam(Pawn, "health", setHealth, getHealth, xmlelement, mode).defaultValues(100);
[2072]114        XMLPortParam(Pawn, "maxhealth", setMaxHealth, getMaxHealth, xmlelement, mode).defaultValues(200);
115        XMLPortParam(Pawn, "initialhealth", setInitialHealth, getInitialHealth, xmlelement, mode).defaultValues(100);
[7163]116
117        XMLPortParam(Pawn, "shieldhealth", setShieldHealth, getShieldHealth, xmlelement, mode).defaultValues(0);
118        XMLPortParam(Pawn, "shieldabsorption", setShieldAbsorption, getShieldAbsorption, xmlelement, mode).defaultValues(0);
119
[2662]120        XMLPortParam(Pawn, "spawnparticlesource", setSpawnParticleSource, getSpawnParticleSource, xmlelement, mode);
121        XMLPortParam(Pawn, "spawnparticleduration", setSpawnParticleDuration, getSpawnParticleDuration, xmlelement, mode).defaultValues(3.0f);
122        XMLPortParam(Pawn, "explosionchunks", setExplosionChunks, getExplosionChunks, xmlelement, mode).defaultValues(7);
123
[3053]124        XMLPortObject(Pawn, WeaponSlot, "weaponslots", addWeaponSlot, getWeaponSlot, xmlelement, mode);
125        XMLPortObject(Pawn, WeaponSet, "weaponsets", addWeaponSet, getWeaponSet, xmlelement, mode);
[6417]126        XMLPortObject(Pawn, WeaponPack, "weapons", addWeaponPackXML, getWeaponPack, xmlelement, mode);
[8145]127
128/////// me
129        XMLPortParam(Pawn, "reloadrate", setReloadRate, getReloadRate, xmlelement, mode).defaultValues(0);
[8183]130        XMLPortParam(Pawn, "reloadwaittime", setReloadWaitTime, getReloadWaitTime, xmlelement, mode).defaultValues(1.0f);
[8187]131
[8184]132        XMLPortParam(Pawn, "maxshieldhealth", setMaxShieldHealth, getMaxShieldHealth, xmlelement, mode).defaultValues(100);
[8187]133        XMLPortParam(Pawn, "initialshieldhealth", setInitialShieldHealth, getInitialShieldHealth, xmlelement, mode).defaultValues(0);
[8145]134
135/////// end me
[8184]136        //TODO: DEFINES fuer defaultwerte (hier und weiter oben dieselben)
[2072]137    }
138
139    void Pawn::registerVariables()
140    {
[7163]141        registerVariable(this->bAlive_,           VariableDirection::ToClient);
142        registerVariable(this->health_,           VariableDirection::ToClient);
143        registerVariable(this->initialHealth_,    VariableDirection::ToClient);
144        registerVariable(this->shieldHealth_,     VariableDirection::ToClient);
145        registerVariable(this->shieldAbsorption_, VariableDirection::ToClient);
146        registerVariable(this->bReload_,          VariableDirection::ToServer);
147        registerVariable(this->aimPosition_,      VariableDirection::ToServer);  // For the moment this variable gets only transfered to the server
[2072]148    }
149
150    void Pawn::tick(float dt)
151    {
[2809]152        SUPER(Pawn, tick, dt);
[2072]153
[3053]154        this->bReload_ = false;
[2662]155
[8145]156////////me
[8183]157        if(this->reloadWaitCountdown_ > 0)
158        {
159            this->decreaseReloadCountdownTime(dt);
160        }
161        else
162        {
163            this->addShieldHealth(this->getReloadRate() * dt);
164            this->resetReloadCountdown();
165        }
166
[8145]167////////end me
[3084]168        if (GameMode::isMaster())
[3087]169            if (this->health_ <= 0 && bAlive_)
[6864]170            {
[8145]171                this->fireEvent(); // Event to notify anyone who wants to know about the death.
[3087]172                this->death();
[6864]173            }
[2072]174    }
175
[7889]176    void Pawn::preDestroy()
177    {
178        // yay, multiple inheritance!
179        this->ControllableEntity::preDestroy();
180        this->PickupCarrier::preDestroy();
181    }
182
[2826]183    void Pawn::setPlayer(PlayerInfo* player)
184    {
185        ControllableEntity::setPlayer(player);
186
187        if (this->getGametype())
188            this->getGametype()->playerStartsControllingPawn(player, this);
189    }
190
191    void Pawn::removePlayer()
192    {
193        if (this->getGametype())
194            this->getGametype()->playerStopsControllingPawn(this->getPlayer(), this);
195
196        ControllableEntity::removePlayer();
197    }
198
[8145]199//////////////////me
200    void Pawn::setReloadRate(float reloadrate)
201    {
202        this->reloadRate_ = reloadrate;
[8492]203        //COUT(2) << "RELOAD RATE SET TO " << this->reloadRate_ << endl;
[8145]204    }
205
[8183]206    void Pawn::setReloadWaitTime(float reloadwaittime)
207    {
208        this->reloadWaitTime_ = reloadwaittime;
[8492]209        //COUT(2) << "RELOAD WAIT TIME SET TO " << this->reloadWaitTime_ << endl;
[8183]210    }
[8145]211
[8183]212    void Pawn::decreaseReloadCountdownTime(float dt)
213    {
214        this->reloadWaitCountdown_ -= dt;
215    }
216
[8184]217    void Pawn::setMaxShieldHealth(float maxshieldhealth)
218    {
219        this->maxShieldHealth_ = maxshieldhealth;
220    }
[8183]221
[8184]222    void Pawn::setShieldHealth(float shieldHealth)
223    {
224        this->shieldHealth_ = std::min(shieldHealth, this->maxShieldHealth_);
225    }
226
[8145]227///////////////end me
228
[2072]229    void Pawn::setHealth(float health)
230    {
[8187]231        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
[2072]232    }
233
[8184]234//////////////////me edit
[2072]235    void Pawn::damage(float damage, Pawn* originator)
236    {
[8549]237                COUT(3) << "### alte damage-funktion ###" << endl;
[2826]238        if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
239        {
[7163]240            //share the dealt damage to the shield and the Pawn.
241            float shielddamage = damage*this->shieldAbsorption_;
242            float healthdamage = damage*(1-this->shieldAbsorption_);
243
244            // In case the shield can not take all the shield damage.
245            if (shielddamage > this->getShieldHealth())
246            {
247                healthdamage += shielddamage-this->getShieldHealth();
248                this->setShieldHealth(0);
249            }
250
[8533]251 //           else { COUT(3) << "## SHIELD : " << this->getShieldHealth() << endl; }
[8145]252
[7163]253            this->setHealth(this->health_ - healthdamage);
254
255            if (this->getShieldHealth() > 0)
256            {
257                this->setShieldHealth(this->shieldHealth_ - shielddamage);
258            }
259
[2826]260            this->lastHitOriginator_ = originator;
[2072]261
[2826]262            // play damage effect
263        }
[2072]264    }
[8184]265////////////////////end edit
[2072]266
[8386]267
268/////////////////////me override
269    void Pawn::damage(float damage, float healthdamage, float shielddamage, Pawn* originator)
270    {
271        if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
272        {
273            if (shielddamage >= this->getShieldHealth())
274            {
275                this->setShieldHealth(0);
276                this->setHealth(this->health_ - (healthdamage + damage));
277            }
278            else
279            {
280                this->setShieldHealth(this->shieldHealth_ - shielddamage);
281
282                // remove remaining shieldAbsorpton-Part of damage from shield
283                shielddamage = damage * this->shieldAbsorption_;
284                shielddamage = std::min(this->getShieldHealth(),shielddamage);
285                this->setShieldHealth(this->shieldHealth_ - shielddamage);
286
287                // set remaining damage to health
288                this->setHealth(this->health_ - (damage - shielddamage) - healthdamage);
289            }
290
291            this->lastHitOriginator_ = originator;
292
293            // play damage effect
294        }
[8492]295        //COUT(3) << "neue damage-Funktion wurde aufgerufen // " << "Shield:" << this->getShieldHealth() << endl;
[8386]296    }
297
298/////////////end me
299
300
301/* HIT-Funktionen
302        Die hit-Funktionen muessen auch in src/orxonox/controllers/Controller.h angepasst werden!
303
304*/
305
306
[2072]307    void Pawn::hit(Pawn* originator, const Vector3& force, float damage)
308    {
[6417]309        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
[2826]310        {
311            this->damage(damage, originator);
312            this->setVelocity(this->getVelocity() + force);
[2072]313
[2826]314            // play hit effect
315        }
[2072]316    }
317
[8386]318/////////////me override
319    void Pawn::hit(Pawn* originator, const Vector3& force, float damage, float healthdamage, float shielddamage)
320    {
[8533]321//        COUT(3) << "neue hit-Funktion wurde aufgerufen // " << std::flush;
[8386]322        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
323        {
324            this->damage(damage, healthdamage, shielddamage, originator);
325            this->setVelocity(this->getVelocity() + force);
326
327            // play hit effect
328        }
329    }
330/////////////end me
331
[6417]332    void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage)
333    {
334        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
335        {
336            this->damage(damage, originator);
337
338            if ( this->getController() )
339                this->getController()->hit(originator, contactpoint, damage);
340
341            // play hit effect
342        }
343    }
344
[8386]345/////////////me override
346    void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage, float shielddamage)
347    {
[8492]348//        COUT(3) << "neue hit2-Funktion wurde aufgerufen // shielddamage: " << shielddamage << std::flush;
[8386]349        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
350        {
351            this->damage(damage, healthdamage, shielddamage, originator);
352
353            if ( this->getController() )
354                this->getController()->hit(originator, contactpoint, shielddamage);
355
356            // play hit effect
357        }
358    }
359/////////////end me
360
[2072]361    void Pawn::kill()
362    {
363        this->damage(this->health_);
364        this->death();
365    }
366
[2662]367    void Pawn::spawneffect()
[2072]368    {
369        // play spawn effect
[6417]370        if (!this->spawnparticlesource_.empty())
[2662]371        {
372            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
373            effect->setPosition(this->getPosition());
374            effect->setOrientation(this->getOrientation());
375            effect->setDestroyAfterLife(true);
376            effect->setSource(this->spawnparticlesource_);
377            effect->setLifetime(this->spawnparticleduration_);
378        }
[2072]379    }
380
381    void Pawn::death()
382    {
[3033]383        this->setHealth(1);
[2826]384        if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_))
385        {
386            // Set bAlive_ to false and wait for PawnManager to do the destruction
387            this->bAlive_ = false;
[2662]388
[2826]389            this->setDestroyWhenPlayerLeft(false);
[2662]390
[2826]391            if (this->getGametype())
392                this->getGametype()->pawnKilled(this, this->lastHitOriginator_);
[2662]393
[3038]394            if (this->getPlayer() && this->getPlayer()->getControllableEntity() == this)
395                this->getPlayer()->stopControl();
[2072]396
[2896]397            if (GameMode::isMaster())
[3087]398            {
399//                this->deathEffect();
400                this->goWithStyle();
401            }
[2826]402        }
[2662]403    }
[3087]404    void Pawn::goWithStyle()
405    {
406        this->bAlive_ = false;
407        this->setDestroyWhenPlayerLeft(false);
[2072]408
[3087]409        BigExplosion* chunk = new BigExplosion(this->getCreator());
410        chunk->setPosition(this->getPosition());
411
412    }
[2662]413    void Pawn::deatheffect()
414    {
[2072]415        // play death effect
[2662]416        {
417            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
418            effect->setPosition(this->getPosition());
419            effect->setOrientation(this->getOrientation());
420            effect->setDestroyAfterLife(true);
421            effect->setSource("Orxonox/explosion2b");
422            effect->setLifetime(4.0f);
423        }
424        {
425            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
426            effect->setPosition(this->getPosition());
427            effect->setOrientation(this->getOrientation());
428            effect->setDestroyAfterLife(true);
429            effect->setSource("Orxonox/smoke6");
430            effect->setLifetime(4.0f);
431        }
432        {
433            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
434            effect->setPosition(this->getPosition());
435            effect->setOrientation(this->getOrientation());
436            effect->setDestroyAfterLife(true);
437            effect->setSource("Orxonox/sparks");
438            effect->setLifetime(4.0f);
439        }
440        for (unsigned int i = 0; i < this->numexplosionchunks_; ++i)
441        {
442            ExplosionChunk* chunk = new ExplosionChunk(this->getCreator());
443            chunk->setPosition(this->getPosition());
444        }
[2072]445    }
446
[6417]447    void Pawn::fired(unsigned int firemode)
[2098]448    {
[6417]449        if (this->weaponSystem_)
450            this->weaponSystem_->fire(firemode);
[2098]451    }
452
[3053]453    void Pawn::reload()
454    {
455        this->bReload_ = true;
456    }
457
[2072]458    void Pawn::postSpawn()
459    {
460        this->setHealth(this->initialHealth_);
[2896]461        if (GameMode::isMaster())
[2662]462            this->spawneffect();
[2072]463    }
[2662]464
[2893]465    /* WeaponSystem:
466    *   functions load Slot, Set, Pack from XML and make sure all parent-pointers are set.
467    *   with setWeaponPack you can not just load a Pack from XML but if a Pack already exists anywhere, you can attach it.
468    *       --> e.g. Pickup-Items
469    */
[3053]470    void Pawn::addWeaponSlot(WeaponSlot * wSlot)
[2662]471    {
472        this->attach(wSlot);
473        if (this->weaponSystem_)
[3053]474            this->weaponSystem_->addWeaponSlot(wSlot);
[2662]475    }
476
477    WeaponSlot * Pawn::getWeaponSlot(unsigned int index) const
478    {
479        if (this->weaponSystem_)
[3053]480            return this->weaponSystem_->getWeaponSlot(index);
[2662]481        else
482            return 0;
483    }
484
[3053]485    void Pawn::addWeaponSet(WeaponSet * wSet)
[2662]486    {
487        if (this->weaponSystem_)
[3053]488            this->weaponSystem_->addWeaponSet(wSet);
[2662]489    }
490
[3053]491    WeaponSet * Pawn::getWeaponSet(unsigned int index) const
[2662]492    {
493        if (this->weaponSystem_)
[3053]494            return this->weaponSystem_->getWeaponSet(index);
[2662]495        else
496            return 0;
497    }
498
[3053]499    void Pawn::addWeaponPack(WeaponPack * wPack)
[2662]500    {
501        if (this->weaponSystem_)
[7163]502        {
[3053]503            this->weaponSystem_->addWeaponPack(wPack);
[7163]504            this->addedWeaponPack(wPack);
505        }
[2662]506    }
507
[6417]508    void Pawn::addWeaponPackXML(WeaponPack * wPack)
509    {
510        if (this->weaponSystem_)
[7163]511        {
[6417]512            if (!this->weaponSystem_->addWeaponPack(wPack))
513                wPack->destroy();
[7163]514            else
515                this->addedWeaponPack(wPack);
516        }
[6417]517    }
518
[3053]519    WeaponPack * Pawn::getWeaponPack(unsigned int index) const
[2662]520    {
521        if (this->weaponSystem_)
[3053]522            return this->weaponSystem_->getWeaponPack(index);
[2662]523        else
524            return 0;
525    }
526
[3089]527    //Tell the Map (RadarViewable), if this is a playership
528    void Pawn::startLocalHumanControl()
529    {
530//        SUPER(ControllableEntity, changedPlayer());
531        ControllableEntity::startLocalHumanControl();
532        this->isHumanShip_ = true;
533    }
[2072]534}
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