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source: code/branches/ppspickups3/src/orxonox/worldentities/pawns/Pawn.cc @ 6892

Last change on this file since 6892 was 6892, checked in by ebeier, 14 years ago

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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                COUT(1) << "the shield is too weak to take its share of the damage!" << std::endl;
177                healthdamage += shielddamage-this->getShieldHealth();
178                this->setShieldHealth(0);
179            }
180
181            this->setHealth(this->health_ - healthdamage);
182           
183            if (this->getShieldHealth() > 0)
184            {
185                this->setShieldHealth(this->shieldHealth_ - shielddamage);
186                COUT(1) << "the shield takes its share of the damage and is left with " << this->getShieldHealth() << std::endl;
187            }
188
189            this->lastHitOriginator_ = originator;
190
191            // play damage effect
192        }
193    }
194   
195    void Pawn::hit(Pawn* originator, const Vector3& force, float damage)
196    {
197        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
198        {
199            this->damage(damage, originator);
200            this->setVelocity(this->getVelocity() + force);
201
202            // play hit effect
203        }
204    }
205
206    void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage)
207    {
208        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
209        {
210            this->damage(damage, originator);
211
212            if ( this->getController() )
213                this->getController()->hit(originator, contactpoint, damage);
214
215            // play hit effect
216        }
217    }
218
219    void Pawn::kill()
220    {
221        this->damage(this->health_);
222        this->death();
223    }
224
225    void Pawn::spawneffect()
226    {
227        // play spawn effect
228        if (!this->spawnparticlesource_.empty())
229        {
230            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
231            effect->setPosition(this->getPosition());
232            effect->setOrientation(this->getOrientation());
233            effect->setDestroyAfterLife(true);
234            effect->setSource(this->spawnparticlesource_);
235            effect->setLifetime(this->spawnparticleduration_);
236        }
237    }
238
239    void Pawn::death()
240    {
241        this->setHealth(1);
242        if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_))
243        {
244            // Set bAlive_ to false and wait for PawnManager to do the destruction
245            this->bAlive_ = false;
246
247            this->setDestroyWhenPlayerLeft(false);
248
249            this->dropItems();
250
251            if (this->getGametype())
252                this->getGametype()->pawnKilled(this, this->lastHitOriginator_);
253
254            if (this->getPlayer() && this->getPlayer()->getControllableEntity() == this)
255                this->getPlayer()->stopControl();
256
257            if (GameMode::isMaster())
258            {
259//                this->deathEffect();
260                this->goWithStyle();
261            }
262        }
263    }
264    void Pawn::goWithStyle()
265    {
266        this->bAlive_ = false;
267        this->setDestroyWhenPlayerLeft(false);
268
269        BigExplosion* chunk = new BigExplosion(this->getCreator());
270        chunk->setPosition(this->getPosition());
271
272    }
273    void Pawn::deatheffect()
274    {
275        // play death effect
276        {
277            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
278            effect->setPosition(this->getPosition());
279            effect->setOrientation(this->getOrientation());
280            effect->setDestroyAfterLife(true);
281            effect->setSource("Orxonox/explosion2b");
282            effect->setLifetime(4.0f);
283        }
284        {
285            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
286            effect->setPosition(this->getPosition());
287            effect->setOrientation(this->getOrientation());
288            effect->setDestroyAfterLife(true);
289            effect->setSource("Orxonox/smoke6");
290            effect->setLifetime(4.0f);
291        }
292        {
293            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
294            effect->setPosition(this->getPosition());
295            effect->setOrientation(this->getOrientation());
296            effect->setDestroyAfterLife(true);
297            effect->setSource("Orxonox/sparks");
298            effect->setLifetime(4.0f);
299        }
300        for (unsigned int i = 0; i < this->numexplosionchunks_; ++i)
301        {
302            ExplosionChunk* chunk = new ExplosionChunk(this->getCreator());
303            chunk->setPosition(this->getPosition());
304        }
305    }
306
307    void Pawn::fired(unsigned int firemode)
308    {
309        if (this->weaponSystem_)
310            this->weaponSystem_->fire(firemode);
311    }
312
313    void Pawn::reload()
314    {
315        this->bReload_ = true;
316    }
317
318    void Pawn::postSpawn()
319    {
320        this->setHealth(this->initialHealth_);
321        if (GameMode::isMaster())
322            this->spawneffect();
323    }
324
325    /* WeaponSystem:
326    *   functions load Slot, Set, Pack from XML and make sure all parent-pointers are set.
327    *   with setWeaponPack you can not just load a Pack from XML but if a Pack already exists anywhere, you can attach it.
328    *       --> e.g. Pickup-Items
329    */
330    void Pawn::addWeaponSlot(WeaponSlot * wSlot)
331    {
332        this->attach(wSlot);
333        if (this->weaponSystem_)
334            this->weaponSystem_->addWeaponSlot(wSlot);
335    }
336
337    WeaponSlot * Pawn::getWeaponSlot(unsigned int index) const
338    {
339        if (this->weaponSystem_)
340            return this->weaponSystem_->getWeaponSlot(index);
341        else
342            return 0;
343    }
344
345    void Pawn::addWeaponSet(WeaponSet * wSet)
346    {
347        if (this->weaponSystem_)
348            this->weaponSystem_->addWeaponSet(wSet);
349    }
350
351    WeaponSet * Pawn::getWeaponSet(unsigned int index) const
352    {
353        if (this->weaponSystem_)
354            return this->weaponSystem_->getWeaponSet(index);
355        else
356            return 0;
357    }
358
359    void Pawn::addWeaponPack(WeaponPack * wPack)
360    {
361        if (this->weaponSystem_)
362            this->weaponSystem_->addWeaponPack(wPack);
363    }
364
365    void Pawn::addWeaponPackXML(WeaponPack * wPack)
366    {
367        if (this->weaponSystem_)
368            if (!this->weaponSystem_->addWeaponPack(wPack))
369                wPack->destroy();
370    }
371
372    WeaponPack * Pawn::getWeaponPack(unsigned int index) const
373    {
374        if (this->weaponSystem_)
375            return this->weaponSystem_->getWeaponPack(index);
376        else
377            return 0;
378    }
379
380    //Tell the Map (RadarViewable), if this is a playership
381    void Pawn::startLocalHumanControl()
382    {
383//        SUPER(ControllableEntity, changedPlayer());
384        ControllableEntity::startLocalHumanControl();
385        this->isHumanShip_ = true;
386    }
387}
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