/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "Pawn.h" #include #include "core/CoreIncludes.h" #include "core/GameMode.h" #include "core/XMLPort.h" #include "network/NetworkFunction.h" #include "interfaces/PawnListener.h" #include "PawnManager.h" #include "infos/PlayerInfo.h" #include "gametypes/Gametype.h" #include "graphics/ParticleSpawner.h" #include "worldentities/ExplosionChunk.h" #include "worldentities/BigExplosion.h" #include "weaponsystem/WeaponSystem.h" #include "weaponsystem/WeaponSlot.h" #include "weaponsystem/WeaponPack.h" #include "weaponsystem/WeaponSet.h" namespace orxonox { CreateFactory(Pawn); registerMemberNetworkFunction( Pawn, doFire ); Pawn::Pawn(BaseObject* creator) : ControllableEntity(creator) { RegisterObject(Pawn); PawnManager::touch(); this->bAlive_ = true; this->bReload_ = false; this->health_ = 0; this->maxHealth_ = 0; this->initialHealth_ = 0; this->lastHitOriginator_ = 0; this->spawnparticleduration_ = 3.0f; this->getPickups().setOwner(this); if (GameMode::isMaster()) { this->weaponSystem_ = new WeaponSystem(this); this->weaponSystem_->setPawn(this); } else this->weaponSystem_ = 0; this->setRadarObjectColour(ColourValue::Red); this->setRadarObjectShape(RadarViewable::Dot); this->registerVariables(); this->isHumanShip_ = this->hasLocalController(); } Pawn::~Pawn() { if (this->isInitialized()) { for (ObjectList::iterator it = ObjectList::begin(); it != ObjectList::end(); ++it) it->destroyedPawn(this); if (this->weaponSystem_) delete this->weaponSystem_; } } void Pawn::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(Pawn, XMLPort, xmlelement, mode); XMLPortParam(Pawn, "health", setHealth, getHealth, xmlelement, mode).defaultValues(100); XMLPortParam(Pawn, "maxhealth", setMaxHealth, getMaxHealth, xmlelement, mode).defaultValues(200); XMLPortParam(Pawn, "initialhealth", setInitialHealth, getInitialHealth, xmlelement, mode).defaultValues(100); XMLPortParam(Pawn, "spawnparticlesource", setSpawnParticleSource, getSpawnParticleSource, xmlelement, mode); XMLPortParam(Pawn, "spawnparticleduration", setSpawnParticleDuration, getSpawnParticleDuration, xmlelement, mode).defaultValues(3.0f); XMLPortParam(Pawn, "explosionchunks", setExplosionChunks, getExplosionChunks, xmlelement, mode).defaultValues(7); XMLPortObject(Pawn, WeaponSlot, "weaponslots", addWeaponSlot, getWeaponSlot, xmlelement, mode); XMLPortObject(Pawn, WeaponSet, "weaponsets", addWeaponSet, getWeaponSet, xmlelement, mode); XMLPortObject(Pawn, WeaponPack, "weapons", addWeaponPack, getWeaponPack, xmlelement, mode); } void Pawn::registerVariables() { registerVariable(this->bAlive_, VariableDirection::ToClient); registerVariable(this->health_, VariableDirection::ToClient); registerVariable(this->initialHealth_, VariableDirection::ToClient); registerVariable(this->bReload_, VariableDirection::ToServer); } void Pawn::tick(float dt) { SUPER(Pawn, tick, dt); this->bReload_ = false; if (GameMode::isMaster()) if (this->health_ <= 0 && bAlive_) this->death(); } void Pawn::setPlayer(PlayerInfo* player) { ControllableEntity::setPlayer(player); if (this->getGametype()) this->getGametype()->playerStartsControllingPawn(player, this); } void Pawn::removePlayer() { if (this->getGametype()) this->getGametype()->playerStopsControllingPawn(this->getPlayer(), this); ControllableEntity::removePlayer(); } void Pawn::setHealth(float health) { this->health_ = std::min(health, this->maxHealth_); } void Pawn::damage(float damage, Pawn* originator) { if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator)) { this->setHealth(this->health_ - damage); this->lastHitOriginator_ = originator; // play damage effect } } void Pawn::hit(Pawn* originator, const Vector3& force, float damage) { if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator)) { this->damage(damage, originator); this->setVelocity(this->getVelocity() + force); // play hit effect } } void Pawn::kill() { this->damage(this->health_); this->death(); } void Pawn::spawneffect() { // play spawn effect if (this->spawnparticlesource_ != "") { ParticleSpawner* effect = new ParticleSpawner(this->getCreator()); effect->setPosition(this->getPosition()); effect->setOrientation(this->getOrientation()); effect->setDestroyAfterLife(true); effect->setSource(this->spawnparticlesource_); effect->setLifetime(this->spawnparticleduration_); } } void Pawn::death() { this->setHealth(1); if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_)) { // Set bAlive_ to false and wait for PawnManager to do the destruction this->bAlive_ = false; this->setDestroyWhenPlayerLeft(false); this->dropItems(); if (this->getGametype()) this->getGametype()->pawnKilled(this, this->lastHitOriginator_); if (this->getPlayer() && this->getPlayer()->getControllableEntity() == this) this->getPlayer()->stopControl(); if (GameMode::isMaster()) { // this->deathEffect(); this->goWithStyle(); } } } void Pawn::goWithStyle() { this->bAlive_ = false; this->setDestroyWhenPlayerLeft(false); BigExplosion* chunk = new BigExplosion(this->getCreator()); chunk->setPosition(this->getPosition()); } void Pawn::deatheffect() { // play death effect { ParticleSpawner* effect = new ParticleSpawner(this->getCreator()); effect->setPosition(this->getPosition()); effect->setOrientation(this->getOrientation()); effect->setDestroyAfterLife(true); effect->setSource("Orxonox/explosion2b"); effect->setLifetime(4.0f); } { ParticleSpawner* effect = new ParticleSpawner(this->getCreator()); effect->setPosition(this->getPosition()); effect->setOrientation(this->getOrientation()); effect->setDestroyAfterLife(true); effect->setSource("Orxonox/smoke6"); effect->setLifetime(4.0f); } { ParticleSpawner* effect = new ParticleSpawner(this->getCreator()); effect->setPosition(this->getPosition()); effect->setOrientation(this->getOrientation()); effect->setDestroyAfterLife(true); effect->setSource("Orxonox/sparks"); effect->setLifetime(4.0f); } for (unsigned int i = 0; i < this->numexplosionchunks_; ++i) { ExplosionChunk* chunk = new ExplosionChunk(this->getCreator()); chunk->setPosition(this->getPosition()); } } void Pawn::fire(unsigned int firemode) { this->doFire(firemode); } void Pawn::doFire(uint8_t firemode) { if(GameMode::isMaster()) { if (this->weaponSystem_) this->weaponSystem_->fire(firemode); } else { callMemberNetworkFunction(Pawn, doFire, this->getObjectID(), 0, firemode); if (this->weaponSystem_) this->weaponSystem_->fire(firemode); } } void Pawn::reload() { this->bReload_ = true; } void Pawn::postSpawn() { this->setHealth(this->initialHealth_); if (GameMode::isMaster()) this->spawneffect(); } void Pawn::dropItems() { this->getPickups().clear(); } /* WeaponSystem: * functions load Slot, Set, Pack from XML and make sure all parent-pointers are set. * with setWeaponPack you can not just load a Pack from XML but if a Pack already exists anywhere, you can attach it. * --> e.g. Pickup-Items */ void Pawn::addWeaponSlot(WeaponSlot * wSlot) { this->attach(wSlot); if (this->weaponSystem_) this->weaponSystem_->addWeaponSlot(wSlot); } WeaponSlot * Pawn::getWeaponSlot(unsigned int index) const { if (this->weaponSystem_) return this->weaponSystem_->getWeaponSlot(index); else return 0; } void Pawn::addWeaponSet(WeaponSet * wSet) { if (this->weaponSystem_) this->weaponSystem_->addWeaponSet(wSet); } WeaponSet * Pawn::getWeaponSet(unsigned int index) const { if (this->weaponSystem_) return this->weaponSystem_->getWeaponSet(index); else return 0; } void Pawn::addWeaponPack(WeaponPack * wPack) { if (this->weaponSystem_) this->weaponSystem_->addWeaponPack(wPack); } WeaponPack * Pawn::getWeaponPack(unsigned int index) const { if (this->weaponSystem_) return this->weaponSystem_->getWeaponPack(index); else return 0; } //Tell the Map (RadarViewable), if this is a playership void Pawn::startLocalHumanControl() { // SUPER(ControllableEntity, changedPlayer()); ControllableEntity::startLocalHumanControl(); this->isHumanShip_ = true; } }