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source: code/branches/presentation/src/orxonox/worldentities/pawns/Pawn.cc @ 8579

Last change on this file since 8579 was 8579, checked in by dafrick, 13 years ago

Reverse merge to revert last, failed, merge. Apparently you can't partially commit a merge.

  • Property svn:eol-style set to native
File size: 12.6 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 "infos/PlayerInfo.h"
39#include "controllers/Controller.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    Pawn::Pawn(BaseObject* creator)
55        : ControllableEntity(creator)
56        , RadarViewable(creator, static_cast<WorldEntity*>(this))
57    {
58        RegisterObject(Pawn);
59
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_ = 0.5;
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->setRadarObjectColour(ColourValue::Red);
84        this->setRadarObjectShape(RadarViewable::Dot);
85
86        this->registerVariables();
87
88        this->isHumanShip_ = this->hasLocalController();
89       
90        this->setSyncMode(ObjectDirection::Bidirectional); // needed to synchronise e.g. aimposition
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_,      VariableDirection::ToServer);  // For the moment this variable gets only transfered to the server
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            {
142                this->fireEvent(); // Event to notify anyone who want's to know about the death.
143                this->death();
144            }
145    }
146
147    void Pawn::preDestroy()
148    {
149        // yay, multiple inheritance!
150        this->ControllableEntity::preDestroy();
151        this->PickupCarrier::preDestroy();
152    }
153
154    void Pawn::setPlayer(PlayerInfo* player)
155    {
156        ControllableEntity::setPlayer(player);
157
158        if (this->getGametype())
159            this->getGametype()->playerStartsControllingPawn(player, this);
160    }
161
162    void Pawn::removePlayer()
163    {
164        if (this->getGametype())
165            this->getGametype()->playerStopsControllingPawn(this->getPlayer(), this);
166
167        ControllableEntity::removePlayer();
168    }
169
170    void Pawn::setHealth(float health)
171    {
172        this->health_ = std::min(health, this->maxHealth_);
173    }
174
175    void Pawn::damage(float damage, Pawn* originator)
176    {
177        if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
178        {
179            //share the dealt damage to the shield and the Pawn.
180            float shielddamage = damage*this->shieldAbsorption_;
181            float healthdamage = damage*(1-this->shieldAbsorption_);
182
183            // In case the shield can not take all the shield damage.
184            if (shielddamage > this->getShieldHealth())
185            {
186                healthdamage += shielddamage-this->getShieldHealth();
187                this->setShieldHealth(0);
188            }
189
190            this->setHealth(this->health_ - healthdamage);
191
192            if (this->getShieldHealth() > 0)
193            {
194                this->setShieldHealth(this->shieldHealth_ - shielddamage);
195            }
196
197            this->lastHitOriginator_ = originator;
198
199            // play damage effect
200        }
201    }
202
203    void Pawn::hit(Pawn* originator, const Vector3& force, float damage)
204    {
205        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
206        {
207            this->damage(damage, originator);
208            this->setVelocity(this->getVelocity() + force);
209
210            // play hit effect
211        }
212    }
213
214    void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage)
215    {
216        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
217        {
218            this->damage(damage, originator);
219
220            if ( this->getController() )
221                this->getController()->hit(originator, contactpoint, damage);
222
223            // play hit effect
224        }
225    }
226
227    void Pawn::kill()
228    {
229        this->damage(this->health_);
230        this->death();
231    }
232
233    void Pawn::spawneffect()
234    {
235        // play spawn effect
236        if (!this->spawnparticlesource_.empty())
237        {
238            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
239            effect->setPosition(this->getPosition());
240            effect->setOrientation(this->getOrientation());
241            effect->setDestroyAfterLife(true);
242            effect->setSource(this->spawnparticlesource_);
243            effect->setLifetime(this->spawnparticleduration_);
244        }
245    }
246
247    void Pawn::death()
248    {
249        this->setHealth(1);
250        if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_))
251        {
252            // Set bAlive_ to false and wait for PawnManager to do the destruction
253            this->bAlive_ = false;
254
255            this->setDestroyWhenPlayerLeft(false);
256
257            if (this->getGametype())
258                this->getGametype()->pawnKilled(this, this->lastHitOriginator_);
259
260            if (this->getPlayer() && this->getPlayer()->getControllableEntity() == this)
261                this->getPlayer()->stopControl();
262
263            if (GameMode::isMaster())
264            {
265//                this->deathEffect();
266                this->goWithStyle();
267            }
268        }
269    }
270    void Pawn::goWithStyle()
271    {
272        this->bAlive_ = false;
273        this->setDestroyWhenPlayerLeft(false);
274
275        BigExplosion* chunk = new BigExplosion(this->getCreator());
276        chunk->setPosition(this->getPosition());
277
278    }
279    void Pawn::deatheffect()
280    {
281        // play death effect
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/explosion2b");
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/smoke6");
296            effect->setLifetime(4.0f);
297        }
298        {
299            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
300            effect->setPosition(this->getPosition());
301            effect->setOrientation(this->getOrientation());
302            effect->setDestroyAfterLife(true);
303            effect->setSource("Orxonox/sparks");
304            effect->setLifetime(4.0f);
305        }
306        for (unsigned int i = 0; i < this->numexplosionchunks_; ++i)
307        {
308            ExplosionChunk* chunk = new ExplosionChunk(this->getCreator());
309            chunk->setPosition(this->getPosition());
310        }
311    }
312
313    void Pawn::fired(unsigned int firemode)
314    {
315        if (this->weaponSystem_)
316            this->weaponSystem_->fire(firemode);
317    }
318
319    void Pawn::reload()
320    {
321        this->bReload_ = true;
322    }
323
324    void Pawn::postSpawn()
325    {
326        this->setHealth(this->initialHealth_);
327        if (GameMode::isMaster())
328            this->spawneffect();
329    }
330
331    /* WeaponSystem:
332    *   functions load Slot, Set, Pack from XML and make sure all parent-pointers are set.
333    *   with setWeaponPack you can not just load a Pack from XML but if a Pack already exists anywhere, you can attach it.
334    *       --> e.g. Pickup-Items
335    */
336    void Pawn::addWeaponSlot(WeaponSlot * wSlot)
337    {
338        this->attach(wSlot);
339        if (this->weaponSystem_)
340            this->weaponSystem_->addWeaponSlot(wSlot);
341    }
342
343    WeaponSlot * Pawn::getWeaponSlot(unsigned int index) const
344    {
345        if (this->weaponSystem_)
346            return this->weaponSystem_->getWeaponSlot(index);
347        else
348            return 0;
349    }
350
351    void Pawn::addWeaponSet(WeaponSet * wSet)
352    {
353        if (this->weaponSystem_)
354            this->weaponSystem_->addWeaponSet(wSet);
355    }
356
357    WeaponSet * Pawn::getWeaponSet(unsigned int index) const
358    {
359        if (this->weaponSystem_)
360            return this->weaponSystem_->getWeaponSet(index);
361        else
362            return 0;
363    }
364
365    void Pawn::addWeaponPack(WeaponPack * wPack)
366    {
367        if (this->weaponSystem_)
368        {
369            this->weaponSystem_->addWeaponPack(wPack);
370            this->addedWeaponPack(wPack);
371        }
372    }
373
374    void Pawn::addWeaponPackXML(WeaponPack * wPack)
375    {
376        if (this->weaponSystem_)
377        {
378            if (!this->weaponSystem_->addWeaponPack(wPack))
379                wPack->destroy();
380            else
381                this->addedWeaponPack(wPack);
382        }
383    }
384
385    WeaponPack * Pawn::getWeaponPack(unsigned int index) const
386    {
387        if (this->weaponSystem_)
388            return this->weaponSystem_->getWeaponPack(index);
389        else
390            return 0;
391    }
392
393    //Tell the Map (RadarViewable), if this is a playership
394    void Pawn::startLocalHumanControl()
395    {
396//        SUPER(ControllableEntity, changedPlayer());
397        ControllableEntity::startLocalHumanControl();
398        this->isHumanShip_ = true;
399    }
400}
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