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source: code/branches/ppspickups3/src/orxonox/worldentities/pawns/Pawn.cc @ 6884

Last change on this file since 6884 was 6884, checked in by benedict, 14 years ago

did the shield pickup. upload for testing

  • Property svn:eol-style set to native
File size: 12.1 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 "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 "controllers/Controller.h"
41#include "gametypes/Gametype.h"
42#include "graphics/ParticleSpawner.h"
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"
49
50
51namespace orxonox
52{
53    CreateFactory(Pawn);
54
55    Pawn::Pawn(BaseObject* creator) : ControllableEntity(creator)
56    {
57        RegisterObject(Pawn);
58
59        PawnManager::touch();
60        this->bAlive_ = true;
61        this->bReload_ = false;
62
63        this->health_ = 0;
64        this->maxHealth_ = 0;
65        this->initialHealth_ = 0;
66        this->shieldHealth_ = 0;
67        this->shieldAbsorption_ = 0;
68
69        this->lastHitOriginator_ = 0;
70
71        this->spawnparticleduration_ = 3.0f;
72
73        this->aimPosition_ = Vector3::ZERO;
74
75        if (GameMode::isMaster())
76        {
77            this->weaponSystem_ = new WeaponSystem(this);
78            this->weaponSystem_->setPawn(this);
79        }
80        else
81            this->weaponSystem_ = 0;
82       
83        this->setCarrierName("Pawn");
84
85        this->setRadarObjectColour(ColourValue::Red);
86        this->setRadarObjectShape(RadarViewable::Dot);
87
88        this->registerVariables();
89
90        this->isHumanShip_ = this->hasLocalController();
91    }
92
93    Pawn::~Pawn()
94    {
95        if (this->isInitialized())
96        {
97            if (this->weaponSystem_)
98                this->weaponSystem_->destroy();
99        }
100    }
101
102    void Pawn::XMLPort(Element& xmlelement, XMLPort::Mode mode)
103    {
104        SUPER(Pawn, XMLPort, xmlelement, mode);
105
106        XMLPortParam(Pawn, "health", setHealth, getHealth, xmlelement, mode).defaultValues(100);
107        XMLPortParam(Pawn, "maxhealth", setMaxHealth, getMaxHealth, xmlelement, mode).defaultValues(200);
108        XMLPortParam(Pawn, "initialhealth", setInitialHealth, getInitialHealth, xmlelement, mode).defaultValues(100);
109       
110        XMLPortParam(Pawn, "shieldhealth", setShieldHealth, getShieldHealth, xmlelement, mode).defaultValues(0);
111        XMLPortParam(Pawn, "shieldabsorption", setShieldAbsorption, getShieldAbsorption, xmlelement, mode).defaultValues(0);
112       
113        XMLPortParam(Pawn, "spawnparticlesource", setSpawnParticleSource, getSpawnParticleSource, xmlelement, mode);
114        XMLPortParam(Pawn, "spawnparticleduration", setSpawnParticleDuration, getSpawnParticleDuration, xmlelement, mode).defaultValues(3.0f);
115        XMLPortParam(Pawn, "explosionchunks", setExplosionChunks, getExplosionChunks, xmlelement, mode).defaultValues(7);
116
117        XMLPortObject(Pawn, WeaponSlot, "weaponslots", addWeaponSlot, getWeaponSlot, xmlelement, mode);
118        XMLPortObject(Pawn, WeaponSet, "weaponsets", addWeaponSet, getWeaponSet, xmlelement, mode);
119        XMLPortObject(Pawn, WeaponPack, "weapons", addWeaponPackXML, getWeaponPack, xmlelement, mode);
120    }
121
122    void Pawn::registerVariables()
123    {
124        registerVariable(this->bAlive_,           VariableDirection::ToClient);
125        registerVariable(this->health_,           VariableDirection::ToClient);
126        registerVariable(this->initialHealth_,    VariableDirection::ToClient);
127        registerVariable(this->shieldHealth_,     VariableDirection::ToClient);
128        registerVariable(this->shieldAbsorption_, VariableDirection::ToClient);
129        registerVariable(this->bReload_,          VariableDirection::ToServer);
130        registerVariable(this->aimPosition_,      Bidirectionality::ServerMaster, 0, true);
131    }
132
133    void Pawn::tick(float dt)
134    {
135        SUPER(Pawn, tick, dt);
136
137        this->bReload_ = false;
138
139        if (GameMode::isMaster())
140            if (this->health_ <= 0 && bAlive_)
141                this->death();
142    }
143
144    void Pawn::setPlayer(PlayerInfo* player)
145    {
146        ControllableEntity::setPlayer(player);
147
148        if (this->getGametype())
149            this->getGametype()->playerStartsControllingPawn(player, this);
150    }
151
152    void Pawn::removePlayer()
153    {
154        if (this->getGametype())
155            this->getGametype()->playerStopsControllingPawn(this->getPlayer(), this);
156
157        ControllableEntity::removePlayer();
158    }
159
160    void Pawn::setHealth(float health)
161    {
162        this->health_ = std::min(health, this->maxHealth_);
163    }
164
165    void Pawn::damage(float damage, Pawn* originator)
166    {
167        if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
168        {
169            //share the dealt damage to the shield and the Pawn.
170            float shielddamage = damage*this->shieldAbsorption_;
171            float healthdamage = damage*(1-this->shieldAbsorption_);
172           
173            // In case the shield can not take all the shield damage.
174            if (shielddamage > this->getShieldHealth()) 
175            {
176                healthdamage += shielddamage-this->getShieldHealth();
177                this->setShieldHealth(0);
178            }
179
180            this->setHealth(this->health_ - healthdamage);
181           
182            if (this->getShieldHealth() > 0)
183            {
184                this->setShieldHealth(this->shieldHealth_ - shielddamage);
185            }
186
187            this->lastHitOriginator_ = originator;
188
189            // play damage effect
190        }
191    }
192   
193    void Pawn::hit(Pawn* originator, const Vector3& force, float damage)
194    {
195        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
196        {
197            this->damage(damage, originator);
198            this->setVelocity(this->getVelocity() + force);
199
200            // play hit effect
201        }
202    }
203
204    void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage)
205    {
206        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
207        {
208            this->damage(damage, originator);
209
210            if ( this->getController() )
211                this->getController()->hit(originator, contactpoint, damage);
212
213            // play hit effect
214        }
215    }
216
217    void Pawn::kill()
218    {
219        this->damage(this->health_);
220        this->death();
221    }
222
223    void Pawn::spawneffect()
224    {
225        // play spawn effect
226        if (!this->spawnparticlesource_.empty())
227        {
228            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
229            effect->setPosition(this->getPosition());
230            effect->setOrientation(this->getOrientation());
231            effect->setDestroyAfterLife(true);
232            effect->setSource(this->spawnparticlesource_);
233            effect->setLifetime(this->spawnparticleduration_);
234        }
235    }
236
237    void Pawn::death()
238    {
239        this->setHealth(1);
240        if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_))
241        {
242            // Set bAlive_ to false and wait for PawnManager to do the destruction
243            this->bAlive_ = false;
244
245            this->setDestroyWhenPlayerLeft(false);
246
247            this->dropItems();
248
249            if (this->getGametype())
250                this->getGametype()->pawnKilled(this, this->lastHitOriginator_);
251
252            if (this->getPlayer() && this->getPlayer()->getControllableEntity() == this)
253                this->getPlayer()->stopControl();
254
255            if (GameMode::isMaster())
256            {
257//                this->deathEffect();
258                this->goWithStyle();
259            }
260        }
261    }
262    void Pawn::goWithStyle()
263    {
264        this->bAlive_ = false;
265        this->setDestroyWhenPlayerLeft(false);
266
267        BigExplosion* chunk = new BigExplosion(this->getCreator());
268        chunk->setPosition(this->getPosition());
269
270    }
271    void Pawn::deatheffect()
272    {
273        // play death effect
274        {
275            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
276            effect->setPosition(this->getPosition());
277            effect->setOrientation(this->getOrientation());
278            effect->setDestroyAfterLife(true);
279            effect->setSource("Orxonox/explosion2b");
280            effect->setLifetime(4.0f);
281        }
282        {
283            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
284            effect->setPosition(this->getPosition());
285            effect->setOrientation(this->getOrientation());
286            effect->setDestroyAfterLife(true);
287            effect->setSource("Orxonox/smoke6");
288            effect->setLifetime(4.0f);
289        }
290        {
291            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
292            effect->setPosition(this->getPosition());
293            effect->setOrientation(this->getOrientation());
294            effect->setDestroyAfterLife(true);
295            effect->setSource("Orxonox/sparks");
296            effect->setLifetime(4.0f);
297        }
298        for (unsigned int i = 0; i < this->numexplosionchunks_; ++i)
299        {
300            ExplosionChunk* chunk = new ExplosionChunk(this->getCreator());
301            chunk->setPosition(this->getPosition());
302        }
303    }
304
305    void Pawn::fired(unsigned int firemode)
306    {
307        if (this->weaponSystem_)
308            this->weaponSystem_->fire(firemode);
309    }
310
311    void Pawn::reload()
312    {
313        this->bReload_ = true;
314    }
315
316    void Pawn::postSpawn()
317    {
318        this->setHealth(this->initialHealth_);
319        if (GameMode::isMaster())
320            this->spawneffect();
321    }
322
323    /* WeaponSystem:
324    *   functions load Slot, Set, Pack from XML and make sure all parent-pointers are set.
325    *   with setWeaponPack you can not just load a Pack from XML but if a Pack already exists anywhere, you can attach it.
326    *       --> e.g. Pickup-Items
327    */
328    void Pawn::addWeaponSlot(WeaponSlot * wSlot)
329    {
330        this->attach(wSlot);
331        if (this->weaponSystem_)
332            this->weaponSystem_->addWeaponSlot(wSlot);
333    }
334
335    WeaponSlot * Pawn::getWeaponSlot(unsigned int index) const
336    {
337        if (this->weaponSystem_)
338            return this->weaponSystem_->getWeaponSlot(index);
339        else
340            return 0;
341    }
342
343    void Pawn::addWeaponSet(WeaponSet * wSet)
344    {
345        if (this->weaponSystem_)
346            this->weaponSystem_->addWeaponSet(wSet);
347    }
348
349    WeaponSet * Pawn::getWeaponSet(unsigned int index) const
350    {
351        if (this->weaponSystem_)
352            return this->weaponSystem_->getWeaponSet(index);
353        else
354            return 0;
355    }
356
357    void Pawn::addWeaponPack(WeaponPack * wPack)
358    {
359        if (this->weaponSystem_)
360            this->weaponSystem_->addWeaponPack(wPack);
361    }
362
363    void Pawn::addWeaponPackXML(WeaponPack * wPack)
364    {
365        if (this->weaponSystem_)
366            if (!this->weaponSystem_->addWeaponPack(wPack))
367                wPack->destroy();
368    }
369
370    WeaponPack * Pawn::getWeaponPack(unsigned int index) const
371    {
372        if (this->weaponSystem_)
373            return this->weaponSystem_->getWeaponPack(index);
374        else
375            return 0;
376    }
377
378    //Tell the Map (RadarViewable), if this is a playership
379    void Pawn::startLocalHumanControl()
380    {
381//        SUPER(ControllableEntity, changedPlayer());
382        ControllableEntity::startLocalHumanControl();
383        this->isHumanShip_ = true;
384    }
385}
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