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source: code/branches/pickups2/src/orxonox/objects/worldentities/pawns/Pawn.cc @ 2917

Last change on this file since 2917 was 2917, checked in by landauf, 15 years ago

merged pickup into pickup2

  • Property svn:eol-style set to native
File size: 10.3 KB
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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 "OrxonoxStableHeaders.h"
30#include "Pawn.h"
31
32#include "core/GameMode.h"
33#include "core/CoreIncludes.h"
34#include "core/XMLPort.h"
35#include "util/Math.h"
36#include "PawnManager.h"
37#include "objects/infos/PlayerInfo.h"
38#include "objects/gametypes/Gametype.h"
39#include "objects/worldentities/ParticleSpawner.h"
40#include "objects/worldentities/ExplosionChunk.h"
41
42namespace orxonox
43{
44    CreateFactory(Pawn);
45
46    Pawn::Pawn(BaseObject* creator) : ControllableEntity(creator)
47    {
48        RegisterObject(Pawn);
49
50        PawnManager::touch();
51        this->bAlive_ = true;
52        this->fire_ = 0x0;
53        this->firehack_ = 0x0;
54
55        this->health_ = 0;
56        this->maxHealth_ = 0;
57        this->initialHealth_ = 0;
58
59        this->lastHitOriginator_ = 0;
60
61        this->spawnparticleduration_ = 3.0f;
62
63        this->getPickups().setOwner(this);
64
65        if (GameMode::isMaster())
66        {
67            this->weaponSystem_ = new WeaponSystem(this);
68            this->weaponSystem_->setParentPawn(this);
69        }
70        else
71            this->weaponSystem_ = 0;
72
73        this->setRadarObjectColour(ColourValue::Red);
74        this->setRadarObjectShape(RadarViewable::Dot);
75
76        this->registerVariables();
77    }
78
79    Pawn::~Pawn()
80    {
81        if (this->isInitialized())
82        {
83            for (ObjectList<PawnListener>::iterator it = ObjectList<PawnListener>::begin(); it != ObjectList<PawnListener>::end(); ++it)
84                it->destroyedPawn(this);
85
86            if (this->weaponSystem_)
87                delete this->weaponSystem_;
88        }
89    }
90
91    void Pawn::XMLPort(Element& xmlelement, XMLPort::Mode mode)
92    {
93        SUPER(Pawn, XMLPort, xmlelement, mode);
94
95        XMLPortParam(Pawn, "health", setHealth, getHealth, xmlelement, mode).defaultValues(100);
96        XMLPortParam(Pawn, "maxhealth", setMaxHealth, getMaxHealth, xmlelement, mode).defaultValues(200);
97        XMLPortParam(Pawn, "initialhealth", setInitialHealth, getInitialHealth, xmlelement, mode).defaultValues(100);
98        XMLPortParam(Pawn, "spawnparticlesource", setSpawnParticleSource, getSpawnParticleSource, xmlelement, mode);
99        XMLPortParam(Pawn, "spawnparticleduration", setSpawnParticleDuration, getSpawnParticleDuration, xmlelement, mode).defaultValues(3.0f);
100        XMLPortParam(Pawn, "explosionchunks", setExplosionChunks, getExplosionChunks, xmlelement, mode).defaultValues(7);
101
102        XMLPortObject(Pawn, WeaponSlot, "weaponslots", setWeaponSlot, getWeaponSlot, xmlelement, mode);
103        XMLPortObject(Pawn, WeaponSet, "weaponsets", setWeaponSet, getWeaponSet, xmlelement, mode);
104        XMLPortObject(Pawn, WeaponPack, "weapons", setWeaponPack, getWeaponPack, xmlelement, mode);
105    }
106
107    void Pawn::registerVariables()
108    {
109        registerVariable(this->bAlive_,        variableDirection::toclient);
110        registerVariable(this->health_,        variableDirection::toclient);
111        registerVariable(this->initialHealth_, variableDirection::toclient);
112        registerVariable(this->fire_,          variableDirection::toserver);
113    }
114
115    void Pawn::tick(float dt)
116    {
117        SUPER(Pawn, tick, dt);
118
119        if (this->weaponSystem_)
120        {
121            if (this->fire_ & WeaponMode::fire)
122                this->weaponSystem_->fire(WeaponMode::fire);
123            if (this->fire_ & WeaponMode::altFire)
124                this->weaponSystem_->fire(WeaponMode::altFire);
125            if (this->fire_ & WeaponMode::altFire2)
126                this->weaponSystem_->fire(WeaponMode::altFire2);
127        }
128        this->fire_ = this->firehack_;
129        this->firehack_ = 0x0;
130
131        if (this->health_ <= 0)
132            this->death();
133    }
134
135    void Pawn::setPlayer(PlayerInfo* player)
136    {
137        ControllableEntity::setPlayer(player);
138
139        if (this->getGametype())
140            this->getGametype()->playerStartsControllingPawn(player, this);
141    }
142
143    void Pawn::removePlayer()
144    {
145        if (this->getGametype())
146            this->getGametype()->playerStopsControllingPawn(this->getPlayer(), this);
147
148        ControllableEntity::removePlayer();
149    }
150
151    void Pawn::setHealth(float health)
152    {
153        this->health_ = min(health, this->maxHealth_);
154    }
155
156    void Pawn::damage(float damage, Pawn* originator)
157    {
158        if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
159        {
160            this->setHealth(this->health_ - damage);
161            this->lastHitOriginator_ = originator;
162
163            // play damage effect
164        }
165    }
166
167    void Pawn::hit(Pawn* originator, const Vector3& force, float damage)
168    {
169        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator))
170        {
171            this->damage(damage, originator);
172            this->setVelocity(this->getVelocity() + force);
173
174            // play hit effect
175        }
176    }
177
178    void Pawn::kill()
179    {
180        this->damage(this->health_);
181        this->death();
182    }
183
184    void Pawn::spawneffect()
185    {
186        // play spawn effect
187        if (this->spawnparticlesource_ != "")
188        {
189            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
190            effect->setPosition(this->getPosition());
191            effect->setOrientation(this->getOrientation());
192            effect->setDestroyAfterLife(true);
193            effect->setSource(this->spawnparticlesource_);
194            effect->setLifetime(this->spawnparticleduration_);
195        }
196    }
197
198    void Pawn::death()
199    {
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())
213                this->getPlayer()->stopControl(this);
214
215            if (GameMode::isMaster())
216                this->deatheffect();
217        }
218        else
219            this->setHealth(1);
220    }
221
222    void Pawn::deatheffect()
223    {
224        // play death effect
225        {
226            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
227            effect->setPosition(this->getPosition());
228            effect->setOrientation(this->getOrientation());
229            effect->setDestroyAfterLife(true);
230            effect->setSource("Orxonox/explosion2b");
231            effect->setLifetime(4.0f);
232        }
233        {
234            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
235            effect->setPosition(this->getPosition());
236            effect->setOrientation(this->getOrientation());
237            effect->setDestroyAfterLife(true);
238            effect->setSource("Orxonox/smoke6");
239            effect->setLifetime(4.0f);
240        }
241        {
242            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
243            effect->setPosition(this->getPosition());
244            effect->setOrientation(this->getOrientation());
245            effect->setDestroyAfterLife(true);
246            effect->setSource("Orxonox/sparks");
247            effect->setLifetime(4.0f);
248        }
249        for (unsigned int i = 0; i < this->numexplosionchunks_; ++i)
250        {
251            ExplosionChunk* chunk = new ExplosionChunk(this->getCreator());
252            chunk->setPosition(this->getPosition());
253        }
254    }
255
256    void Pawn::fire(WeaponMode::Enum fireMode)
257    {
258        this->firehack_ |= fireMode;
259    }
260
261    void Pawn::postSpawn()
262    {
263        this->setHealth(this->initialHealth_);
264        if (GameMode::isMaster())
265            this->spawneffect();
266    }
267
268    void Pawn::dropItems()
269    {
270        this->getPickups().clear();
271    }
272
273
274    /* WeaponSystem:
275    *   functions load Slot, Set, Pack from XML and make sure all parent-pointers are set.
276    *   with setWeaponPack you can not just load a Pack from XML but if a Pack already exists anywhere, you can attach it.
277    *       --> e.g. Pickup-Items
278    */
279    void Pawn::setWeaponSlot(WeaponSlot * wSlot)
280    {
281        this->attach(wSlot);
282        if (this->weaponSystem_)
283            this->weaponSystem_->attachWeaponSlot(wSlot);
284    }
285
286    WeaponSlot * Pawn::getWeaponSlot(unsigned int index) const
287    {
288        if (this->weaponSystem_)
289            return this->weaponSystem_->getWeaponSlotPointer(index);
290        else
291            return 0;
292    }
293
294    void Pawn::setWeaponPack(WeaponPack * wPack)
295    {
296        if (this->weaponSystem_)
297        {
298            wPack->setParentWeaponSystem(this->weaponSystem_);
299            wPack->setParentWeaponSystemToAllWeapons(this->weaponSystem_);
300            this->weaponSystem_->attachWeaponPack( wPack,wPack->getFireMode() );
301            wPack->attachNeededMunitionToAllWeapons();
302        }
303    }
304
305    WeaponPack * Pawn::getWeaponPack(unsigned int firemode) const
306    {
307        if (this->weaponSystem_)
308            return this->weaponSystem_->getWeaponPackPointer(firemode);
309        else
310            return 0;
311    }
312
313    void Pawn::setWeaponSet(WeaponSet * wSet)
314    {
315        if (this->weaponSystem_)
316            this->weaponSystem_->attachWeaponSet(wSet);
317    }
318
319    WeaponSet * Pawn::getWeaponSet(unsigned int index) const
320    {
321        if (this->weaponSystem_)
322            return this->weaponSystem_->getWeaponSetPointer(index);
323        else
324            return 0;
325    }
326
327
328    ///////////////////
329    // Pawn Listener //
330    ///////////////////
331    PawnListener::PawnListener()
332    {
333        RegisterRootObject(PawnListener);
334    }
335}
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