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source: code/branches/pickup/src/orxonox/worldentities/pawns/Pawn.cc @ 5935

Last change on this file since 5935 was 5935, checked in by dafrick, 15 years ago

Hopefully merged trunk successfully into pickup branch.

  • Property svn:eol-style set to native
File size: 10.6 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 *      ...
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 "PawnManager.h"
39#include "infos/PlayerInfo.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    registerMemberNetworkFunction( Pawn, doFire );
55
56    Pawn::Pawn(BaseObject* creator) : ControllableEntity(creator)
57    {
58        RegisterObject(Pawn);
59
60        PawnManager::touch();
61        this->bAlive_ = true;
62        this->bReload_ = false;
63
64        this->health_ = 0;
65        this->maxHealth_ = 0;
66        this->initialHealth_ = 0;
67
68        this->lastHitOriginator_ = 0;
69
70        this->spawnparticleduration_ = 3.0f;
71
72        this->getPickups().setOwner(this);
73
74        if (GameMode::isMaster())
75        {
76            this->weaponSystem_ = new WeaponSystem(this);
77            this->weaponSystem_->setPawn(this);
78        }
79        else
80            this->weaponSystem_ = 0;
81
82        this->setRadarObjectColour(ColourValue::Red);
83        this->setRadarObjectShape(RadarViewable::Dot);
84
85        this->registerVariables();
86
87        this->isHumanShip_ = this->hasLocalController();
88    }
89
90    Pawn::~Pawn()
91    {
92        if (this->isInitialized())
93        {
94            if (this->weaponSystem_)
95                this->weaponSystem_->destroy();
96        }
97    }
98
99    void Pawn::XMLPort(Element& xmlelement, XMLPort::Mode mode)
100    {
101        SUPER(Pawn, XMLPort, xmlelement, mode);
102
103        XMLPortParam(Pawn, "health", setHealth, getHealth, xmlelement, mode).defaultValues(100);
104        XMLPortParam(Pawn, "maxhealth", setMaxHealth, getMaxHealth, xmlelement, mode).defaultValues(200);
105        XMLPortParam(Pawn, "initialhealth", setInitialHealth, getInitialHealth, xmlelement, mode).defaultValues(100);
106        XMLPortParam(Pawn, "spawnparticlesource", setSpawnParticleSource, getSpawnParticleSource, xmlelement, mode);
107        XMLPortParam(Pawn, "spawnparticleduration", setSpawnParticleDuration, getSpawnParticleDuration, xmlelement, mode).defaultValues(3.0f);
108        XMLPortParam(Pawn, "explosionchunks", setExplosionChunks, getExplosionChunks, xmlelement, mode).defaultValues(7);
109
110        XMLPortObject(Pawn, WeaponSlot, "weaponslots", addWeaponSlot, getWeaponSlot, xmlelement, mode);
111        XMLPortObject(Pawn, WeaponSet, "weaponsets", addWeaponSet, getWeaponSet, xmlelement, mode);
112        XMLPortObject(Pawn, WeaponPack, "weapons", addWeaponPack, getWeaponPack, xmlelement, mode);
113    }
114
115    void Pawn::registerVariables()
116    {
117        registerVariable(this->bAlive_,        VariableDirection::ToClient);
118        registerVariable(this->health_,        VariableDirection::ToClient);
119        registerVariable(this->initialHealth_, VariableDirection::ToClient);
120        registerVariable(this->bReload_,       VariableDirection::ToServer);
121    }
122
123    void Pawn::tick(float dt)
124    {
125        SUPER(Pawn, tick, dt);
126
127        this->bReload_ = false;
128
129        if (GameMode::isMaster())
130            if (this->health_ <= 0 && bAlive_)
131                this->death();
132    }
133
134    void Pawn::setPlayer(PlayerInfo* player)
135    {
136        ControllableEntity::setPlayer(player);
137
138        if (this->getGametype())
139            this->getGametype()->playerStartsControllingPawn(player, this);
140    }
141
142    void Pawn::removePlayer()
143    {
144        if (this->getGametype())
145            this->getGametype()->playerStopsControllingPawn(this->getPlayer(), this);
146
147        ControllableEntity::removePlayer();
148    }
149
150    void Pawn::setHealth(float health)
151    {
152        this->health_ = std::min(health, this->maxHealth_);
153    }
154
155    void Pawn::damage(float damage, Pawn* originator)
156    {
157        if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
158        {
159            this->setHealth(this->health_ - damage);
160            this->lastHitOriginator_ = originator;
161
162            // play damage effect
163        }
164    }
165
166    void Pawn::hit(Pawn* originator, const Vector3& force, float damage)
167    {
168        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator))
169        {
170            this->damage(damage, originator);
171            this->setVelocity(this->getVelocity() + force);
172
173            // play hit effect
174        }
175    }
176
177    void Pawn::kill()
178    {
179        this->damage(this->health_);
180        this->death();
181    }
182
183    void Pawn::spawneffect()
184    {
185        // play spawn effect
186        if (this->spawnparticlesource_ != "")
187        {
188            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
189            effect->setPosition(this->getPosition());
190            effect->setOrientation(this->getOrientation());
191            effect->setDestroyAfterLife(true);
192            effect->setSource(this->spawnparticlesource_);
193            effect->setLifetime(this->spawnparticleduration_);
194        }
195    }
196
197    void Pawn::death()
198    {
199        this->setHealth(1);
200        if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_))
201        {
202            // Set bAlive_ to false and wait for PawnManager to do the destruction
203            this->bAlive_ = false;
204
205            this->setDestroyWhenPlayerLeft(false);
206
207            this->dropItems();
208
209            if (this->getGametype())
210                this->getGametype()->pawnKilled(this, this->lastHitOriginator_);
211
212            if (this->getPlayer() && this->getPlayer()->getControllableEntity() == this)
213                this->getPlayer()->stopControl();
214
215            if (GameMode::isMaster())
216            {
217//                this->deathEffect();
218                this->goWithStyle();
219            }
220        }
221    }
222    void Pawn::goWithStyle()
223    {
224        this->bAlive_ = false;
225        this->setDestroyWhenPlayerLeft(false);
226
227        BigExplosion* chunk = new BigExplosion(this->getCreator());
228        chunk->setPosition(this->getPosition());
229
230    }
231    void Pawn::deatheffect()
232    {
233        // play death effect
234        {
235            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
236            effect->setPosition(this->getPosition());
237            effect->setOrientation(this->getOrientation());
238            effect->setDestroyAfterLife(true);
239            effect->setSource("Orxonox/explosion2b");
240            effect->setLifetime(4.0f);
241        }
242        {
243            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
244            effect->setPosition(this->getPosition());
245            effect->setOrientation(this->getOrientation());
246            effect->setDestroyAfterLife(true);
247            effect->setSource("Orxonox/smoke6");
248            effect->setLifetime(4.0f);
249        }
250        {
251            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
252            effect->setPosition(this->getPosition());
253            effect->setOrientation(this->getOrientation());
254            effect->setDestroyAfterLife(true);
255            effect->setSource("Orxonox/sparks");
256            effect->setLifetime(4.0f);
257        }
258        for (unsigned int i = 0; i < this->numexplosionchunks_; ++i)
259        {
260            ExplosionChunk* chunk = new ExplosionChunk(this->getCreator());
261            chunk->setPosition(this->getPosition());
262        }
263    }
264
265    void Pawn::fire(unsigned int firemode)
266    {
267        this->doFire(firemode);
268    }
269
270    void Pawn::doFire(uint8_t firemode)
271    {
272        if(GameMode::isMaster())
273        {
274            if (this->weaponSystem_)
275                this->weaponSystem_->fire(firemode);
276        }
277        else
278        {
279            callMemberNetworkFunction(Pawn, doFire, this->getObjectID(), 0, firemode);
280            if (this->weaponSystem_)
281                this->weaponSystem_->fire(firemode);
282        }
283    }
284
285    void Pawn::reload()
286    {
287        this->bReload_ = true;
288    }
289
290    void Pawn::postSpawn()
291    {
292        this->setHealth(this->initialHealth_);
293        if (GameMode::isMaster())
294            this->spawneffect();
295    }
296
297    void Pawn::dropItems()
298    {
299        this->getPickups().clear();
300    }
301
302
303    /* WeaponSystem:
304    *   functions load Slot, Set, Pack from XML and make sure all parent-pointers are set.
305    *   with setWeaponPack you can not just load a Pack from XML but if a Pack already exists anywhere, you can attach it.
306    *       --> e.g. Pickup-Items
307    */
308    void Pawn::addWeaponSlot(WeaponSlot * wSlot)
309    {
310        this->attach(wSlot);
311        if (this->weaponSystem_)
312            this->weaponSystem_->addWeaponSlot(wSlot);
313    }
314
315    WeaponSlot * Pawn::getWeaponSlot(unsigned int index) const
316    {
317        if (this->weaponSystem_)
318            return this->weaponSystem_->getWeaponSlot(index);
319        else
320            return 0;
321    }
322
323    void Pawn::addWeaponSet(WeaponSet * wSet)
324    {
325        if (this->weaponSystem_)
326            this->weaponSystem_->addWeaponSet(wSet);
327    }
328
329    WeaponSet * Pawn::getWeaponSet(unsigned int index) const
330    {
331        if (this->weaponSystem_)
332            return this->weaponSystem_->getWeaponSet(index);
333        else
334            return 0;
335    }
336
337    void Pawn::addWeaponPack(WeaponPack * wPack)
338    {
339        if (this->weaponSystem_)
340            this->weaponSystem_->addWeaponPack(wPack);
341    }
342
343    WeaponPack * Pawn::getWeaponPack(unsigned int index) const
344    {
345        if (this->weaponSystem_)
346            return this->weaponSystem_->getWeaponPack(index);
347        else
348            return 0;
349    }
350
351    //Tell the Map (RadarViewable), if this is a playership
352    void Pawn::startLocalHumanControl()
353    {
354//        SUPER(ControllableEntity, changedPlayer());
355        ControllableEntity::startLocalHumanControl();
356        this->isHumanShip_ = true;
357    }
358}
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