| 1 | /* | 
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| 2 |  *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 |  *                    > www.orxonox.net < | 
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| 4 |  * | 
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| 5 |  * | 
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| 6 |  *   License notice: | 
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| 7 |  * | 
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| 8 |  *   This program is free software; you can redistribute it and/or | 
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| 9 |  *   modify it under the terms of the GNU General Public License | 
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| 10 |  *   as published by the Free Software Foundation; either version 2 | 
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| 11 |  *   of the License, or (at your option) any later version. | 
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| 12 |  * | 
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| 13 |  *   This program is distributed in the hope that it will be useful, | 
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| 14 |  *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 |  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 |  *   GNU General Public License for more details. | 
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| 17 |  * | 
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| 18 |  *   You should have received a copy of the GNU General Public License | 
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| 19 |  *   along with this program; if not, write to the Free Software | 
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| 20 |  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 |  * | 
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| 22 |  *   Author: | 
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| 23 |  *      Fabian 'x3n' Landau | 
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| 24 |  *   Co-authors: | 
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| 25 |  *      Simon Miescher | 
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| 26 |  * | 
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| 27 |  */ | 
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| 28 |  | 
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| 29 | #include "Pawn.h" | 
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| 30 |  | 
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| 31 | #include <algorithm> | 
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| 32 |  | 
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| 33 | #include "core/CoreIncludes.h" | 
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| 34 | #include "core/GameMode.h" | 
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| 35 | #include "core/XMLPort.h" | 
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| 36 | #include "network/NetworkFunction.h" | 
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| 37 |  | 
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| 38 | #include "infos/PlayerInfo.h" | 
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| 39 | #include "controllers/Controller.h" | 
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| 40 | #include "gametypes/Gametype.h" | 
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| 41 | #include "graphics/ParticleSpawner.h" | 
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| 42 | #include "worldentities/ExplosionChunk.h" | 
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| 43 | #include "worldentities/BigExplosion.h" | 
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| 44 | #include "weaponsystem/WeaponSystem.h" | 
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| 45 | #include "weaponsystem/WeaponSlot.h" | 
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| 46 | #include "weaponsystem/WeaponPack.h" | 
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| 47 | #include "weaponsystem/WeaponSet.h" | 
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| 48 |  | 
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| 49 | namespace orxonox | 
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| 50 | { | 
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| 51 |     CreateFactory(Pawn); | 
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| 52 |  | 
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| 53 |     Pawn::Pawn(BaseObject* creator) | 
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| 54 |         : ControllableEntity(creator) | 
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| 55 |         , RadarViewable(creator, static_cast<WorldEntity*>(this)) | 
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| 56 |     { | 
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| 57 |         RegisterObject(Pawn); | 
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| 58 |  | 
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| 59 |         this->bAlive_ = true; | 
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| 60 |         this->bReload_ = false; | 
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| 61 |  | 
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| 62 |         this->health_ = 0; | 
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| 63 |         this->maxHealth_ = 0; | 
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| 64 |         this->initialHealth_ = 0; | 
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| 65 |  | 
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| 66 |         this->shieldHealth_ = 0; | 
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| 67 |         this->initialShieldHealth_ = 0; | 
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| 68 |         this->maxShieldHealth_ = 100; //otherwise shield might increase to float_max | 
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| 69 |         this->shieldAbsorption_ = 0.5; | 
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| 70 |  | 
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| 71 |         this->reloadRate_ = 0; | 
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| 72 |         this->reloadWaitTime_ = 1.0f; | 
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| 73 |         this->reloadWaitCountdown_ = 0; | 
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| 74 |  | 
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| 75 |         this->lastHitOriginator_ = 0; | 
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| 76 |  | 
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| 77 |         this->spawnparticleduration_ = 3.0f; | 
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| 78 |  | 
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| 79 |         this->aimPosition_ = Vector3::ZERO; | 
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| 80 |  | 
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| 81 |         if (GameMode::isMaster()) | 
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| 82 |         { | 
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| 83 |             this->weaponSystem_ = new WeaponSystem(this); | 
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| 84 |             this->weaponSystem_->setPawn(this); | 
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| 85 |         } | 
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| 86 |         else | 
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| 87 |             this->weaponSystem_ = 0; | 
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| 88 |  | 
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| 89 |         this->setRadarObjectColour(ColourValue::Red); | 
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| 90 |         this->setRadarObjectShape(RadarViewable::Dot); | 
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| 91 |  | 
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| 92 |         this->registerVariables(); | 
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| 93 |  | 
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| 94 |         this->isHumanShip_ = this->hasLocalController(); | 
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| 95 |  | 
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| 96 |         this->setSyncMode(ObjectDirection::Bidirectional); // needed to synchronise e.g. aimposition | 
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| 97 |     } | 
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| 98 |  | 
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| 99 |     Pawn::~Pawn() | 
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| 100 |     { | 
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| 101 |         if (this->isInitialized()) | 
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| 102 |         { | 
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| 103 |             if (this->weaponSystem_) | 
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| 104 |                 this->weaponSystem_->destroy(); | 
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| 105 |         } | 
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| 106 |     } | 
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| 107 |  | 
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| 108 |     void Pawn::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 109 |     { | 
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| 110 |         SUPER(Pawn, XMLPort, xmlelement, mode); | 
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| 111 |  | 
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| 112 |         XMLPortParam(Pawn, "health", setHealth, getHealth, xmlelement, mode).defaultValues(100); | 
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| 113 |         XMLPortParam(Pawn, "maxhealth", setMaxHealth, getMaxHealth, xmlelement, mode).defaultValues(200); | 
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| 114 |         XMLPortParam(Pawn, "initialhealth", setInitialHealth, getInitialHealth, xmlelement, mode).defaultValues(100); | 
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| 115 |  | 
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| 116 |         XMLPortParam(Pawn, "shieldhealth", setShieldHealth, getShieldHealth, xmlelement, mode).defaultValues(0); | 
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| 117 |         XMLPortParam(Pawn, "initialshieldhealth", setInitialShieldHealth, getInitialShieldHealth, xmlelement, mode).defaultValues(0); | 
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| 118 |         XMLPortParam(Pawn, "maxshieldhealth", setMaxShieldHealth, getMaxShieldHealth, xmlelement, mode).defaultValues(100); | 
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| 119 |         XMLPortParam(Pawn, "shieldabsorption", setShieldAbsorption, getShieldAbsorption, xmlelement, mode).defaultValues(0); | 
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| 120 |  | 
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| 121 |         XMLPortParam(Pawn, "spawnparticlesource", setSpawnParticleSource, getSpawnParticleSource, xmlelement, mode); | 
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| 122 |         XMLPortParam(Pawn, "spawnparticleduration", setSpawnParticleDuration, getSpawnParticleDuration, xmlelement, mode).defaultValues(3.0f); | 
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| 123 |         XMLPortParam(Pawn, "explosionchunks", setExplosionChunks, getExplosionChunks, xmlelement, mode).defaultValues(7); | 
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| 124 |  | 
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| 125 |         XMLPortObject(Pawn, WeaponSlot, "weaponslots", addWeaponSlot, getWeaponSlot, xmlelement, mode); | 
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| 126 |         XMLPortObject(Pawn, WeaponSet, "weaponsets", addWeaponSet, getWeaponSet, xmlelement, mode); | 
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| 127 |         XMLPortObject(Pawn, WeaponPack, "weapons", addWeaponPackXML, getWeaponPack, xmlelement, mode); | 
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| 128 |  | 
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| 129 |         XMLPortParam(Pawn, "reloadrate", setReloadRate, getReloadRate, xmlelement, mode).defaultValues(0); | 
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| 130 |         XMLPortParam(Pawn, "reloadwaittime", setReloadWaitTime, getReloadWaitTime, xmlelement, mode).defaultValues(1.0f); | 
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| 131 |     | 
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| 132 |         XMLPortParam ( RadarViewable, "RVName", setRVName, getRVName, xmlelement, mode ); | 
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| 133 |     } | 
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| 134 |  | 
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| 135 |     void Pawn::registerVariables() | 
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| 136 |     { | 
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| 137 |         registerVariable(this->bAlive_,           VariableDirection::ToClient); | 
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| 138 |         registerVariable(this->health_,           VariableDirection::ToClient); | 
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| 139 |         registerVariable(this->maxHealth_,        VariableDirection::ToClient); | 
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| 140 |         registerVariable(this->shieldHealth_,     VariableDirection::ToClient); | 
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| 141 |         registerVariable(this->maxShieldHealth_,  VariableDirection::ToClient); | 
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| 142 |         registerVariable(this->shieldAbsorption_, VariableDirection::ToClient); | 
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| 143 |         registerVariable(this->bReload_,          VariableDirection::ToServer); | 
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| 144 |         registerVariable(this->aimPosition_,      VariableDirection::ToServer);  // For the moment this variable gets only transfered to the server | 
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| 145 |     } | 
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| 146 |  | 
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| 147 |     void Pawn::tick(float dt) | 
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| 148 |     { | 
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| 149 |         SUPER(Pawn, tick, dt); | 
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| 150 |  | 
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| 151 |         this->bReload_ = false; | 
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| 152 |  | 
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| 153 |         // TODO: use the existing timer functions instead | 
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| 154 |         if(this->reloadWaitCountdown_ > 0) | 
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| 155 |         { | 
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| 156 |             this->decreaseReloadCountdownTime(dt); | 
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| 157 |         } | 
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| 158 |         else | 
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| 159 |         { | 
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| 160 |             this->addShieldHealth(this->getReloadRate() * dt); | 
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| 161 |             this->resetReloadCountdown(); | 
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| 162 |         } | 
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| 163 |  | 
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| 164 |         if (GameMode::isMaster()) | 
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| 165 |         { | 
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| 166 |             if (this->health_ <= 0 && bAlive_) | 
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| 167 |             { | 
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| 168 |                 this->fireEvent(); // Event to notify anyone who wants to know about the death. | 
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| 169 |                 this->death(); | 
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| 170 |             } | 
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| 171 |         } | 
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| 172 |     } | 
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| 173 |  | 
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| 174 |     void Pawn::preDestroy() | 
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| 175 |     { | 
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| 176 |         // yay, multiple inheritance! | 
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| 177 |         this->ControllableEntity::preDestroy(); | 
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| 178 |         this->PickupCarrier::preDestroy(); | 
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| 179 |     } | 
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| 180 |  | 
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| 181 |     void Pawn::setPlayer(PlayerInfo* player) | 
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| 182 |     { | 
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| 183 |         ControllableEntity::setPlayer(player); | 
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| 184 |  | 
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| 185 |         if (this->getGametype()) | 
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| 186 |             this->getGametype()->playerStartsControllingPawn(player, this); | 
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| 187 |     } | 
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| 188 |  | 
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| 189 |     void Pawn::removePlayer() | 
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| 190 |     { | 
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| 191 |         if (this->getGametype()) | 
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| 192 |             this->getGametype()->playerStopsControllingPawn(this->getPlayer(), this); | 
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| 193 |  | 
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| 194 |         ControllableEntity::removePlayer(); | 
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| 195 |     } | 
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| 196 |  | 
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| 197 |  | 
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| 198 |     void Pawn::setHealth(float health) | 
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| 199 |     { | 
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| 200 |         this->health_ = std::min(health, this->maxHealth_); //Health can't be set to a value bigger than maxHealth, otherwise it will be reduced at first hit | 
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| 201 |     } | 
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| 202 |  | 
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| 203 |     void Pawn::setShieldHealth(float shieldHealth) | 
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| 204 |     { | 
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| 205 |         this->shieldHealth_ = std::min(shieldHealth, this->maxShieldHealth_); | 
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| 206 |     } | 
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| 207 |  | 
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| 208 |     void Pawn::setMaxShieldHealth(float maxshieldhealth) | 
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| 209 |     { | 
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| 210 |         this->maxShieldHealth_ = maxshieldhealth; | 
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| 211 |     } | 
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| 212 |  | 
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| 213 |     void Pawn::setReloadRate(float reloadrate) | 
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| 214 |     { | 
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| 215 |         this->reloadRate_ = reloadrate; | 
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| 216 |     } | 
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| 217 |  | 
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| 218 |     void Pawn::setReloadWaitTime(float reloadwaittime) | 
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| 219 |     { | 
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| 220 |         this->reloadWaitTime_ = reloadwaittime; | 
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| 221 |     } | 
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| 222 |  | 
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| 223 |     void Pawn::decreaseReloadCountdownTime(float dt) | 
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| 224 |     { | 
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| 225 |         this->reloadWaitCountdown_ -= dt; | 
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| 226 |     } | 
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| 227 |  | 
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| 228 |     void Pawn::damage(float damage, float healthdamage, float shielddamage, Pawn* originator) | 
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| 229 |     { | 
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| 230 |         if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator)) | 
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| 231 |         { | 
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| 232 |             if (shielddamage >= this->getShieldHealth()) | 
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| 233 |             { | 
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| 234 |                 this->setShieldHealth(0); | 
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| 235 |                 this->setHealth(this->health_ - (healthdamage + damage)); | 
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| 236 |             } | 
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| 237 |             else | 
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| 238 |             { | 
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| 239 |                 this->setShieldHealth(this->shieldHealth_ - shielddamage); | 
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| 240 |  | 
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| 241 |                 // remove remaining shieldAbsorpton-Part of damage from shield | 
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| 242 |                 shielddamage = damage * this->shieldAbsorption_; | 
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| 243 |                 shielddamage = std::min(this->getShieldHealth(),shielddamage); | 
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| 244 |                 this->setShieldHealth(this->shieldHealth_ - shielddamage); | 
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| 245 |  | 
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| 246 |                 // set remaining damage to health | 
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| 247 |                 this->setHealth(this->health_ - (damage - shielddamage) - healthdamage); | 
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| 248 |             } | 
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| 249 |  | 
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| 250 |             this->lastHitOriginator_ = originator; | 
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| 251 |         } | 
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| 252 |     } | 
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| 253 |  | 
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| 254 | // TODO: Still valid? | 
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| 255 | /* HIT-Funktionen | 
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| 256 |     Die hit-Funktionen muessen auch in src/orxonox/controllers/Controller.h angepasst werden! (Visuelle Effekte) | 
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| 257 |  | 
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| 258 | */ | 
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| 259 |     void Pawn::hit(Pawn* originator, const Vector3& force, float damage, float healthdamage, float shielddamage) | 
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| 260 |     { | 
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| 261 |         if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) ) | 
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| 262 |         { | 
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| 263 |             this->damage(damage, healthdamage, shielddamage, originator); | 
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| 264 |             this->setVelocity(this->getVelocity() + force); | 
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| 265 |         } | 
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| 266 |     } | 
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| 267 |  | 
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| 268 |  | 
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| 269 |     void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage, float shielddamage) | 
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| 270 |     { | 
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| 271 |         if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) ) | 
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| 272 |         { | 
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| 273 |             this->damage(damage, healthdamage, shielddamage, originator); | 
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| 274 |  | 
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| 275 |             if ( this->getController() ) | 
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| 276 |                 this->getController()->hit(originator, contactpoint, damage); // changed to damage, why shielddamage? | 
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| 277 |         } | 
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| 278 |     } | 
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| 279 |  | 
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| 280 |  | 
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| 281 |     void Pawn::kill() | 
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| 282 |     { | 
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| 283 |         this->damage(this->health_); | 
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| 284 |         this->death(); | 
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| 285 |     } | 
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| 286 |  | 
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| 287 |     void Pawn::spawneffect() | 
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| 288 |     { | 
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| 289 |         // play spawn effect | 
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| 290 |         if (!this->spawnparticlesource_.empty()) | 
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| 291 |         { | 
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| 292 |             ParticleSpawner* effect = new ParticleSpawner(this->getCreator()); | 
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| 293 |             effect->setPosition(this->getPosition()); | 
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| 294 |             effect->setOrientation(this->getOrientation()); | 
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| 295 |             effect->setDestroyAfterLife(true); | 
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| 296 |             effect->setSource(this->spawnparticlesource_); | 
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| 297 |             effect->setLifetime(this->spawnparticleduration_); | 
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| 298 |         } | 
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| 299 |     } | 
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| 300 |  | 
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| 301 |     void Pawn::death() | 
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| 302 |     { | 
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| 303 |         this->setHealth(1); | 
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| 304 |         if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_)) | 
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| 305 |         { | 
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| 306 |             // Set bAlive_ to false and wait for PawnManager to do the destruction | 
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| 307 |             this->bAlive_ = false; | 
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| 308 |  | 
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| 309 |             this->setDestroyWhenPlayerLeft(false); | 
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| 310 |  | 
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| 311 |             if (this->getGametype()) | 
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| 312 |                 this->getGametype()->pawnKilled(this, this->lastHitOriginator_); | 
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| 313 |  | 
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| 314 |             if (this->getPlayer() && this->getPlayer()->getControllableEntity() == this) | 
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| 315 |                 this->getPlayer()->stopControl(); | 
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| 316 |  | 
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| 317 |             if (GameMode::isMaster()) | 
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| 318 |             { | 
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| 319 | //                this->deathEffect(); | 
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| 320 |                 this->goWithStyle(); | 
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| 321 |             } | 
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| 322 |         } | 
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| 323 |     } | 
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| 324 |     void Pawn::goWithStyle() | 
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| 325 |     { | 
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| 326 |         this->bAlive_ = false; | 
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| 327 |         this->setDestroyWhenPlayerLeft(false); | 
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| 328 |  | 
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| 329 |         BigExplosion* chunk = new BigExplosion(this->getCreator()); | 
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| 330 |         chunk->setPosition(this->getPosition()); | 
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| 331 |  | 
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| 332 |     } | 
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| 333 |     void Pawn::deatheffect() | 
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| 334 |     { | 
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| 335 |         // play death effect | 
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| 336 |         { | 
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| 337 |             ParticleSpawner* effect = new ParticleSpawner(this->getCreator()); | 
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| 338 |             effect->setPosition(this->getPosition()); | 
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| 339 |             effect->setOrientation(this->getOrientation()); | 
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| 340 |             effect->setDestroyAfterLife(true); | 
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| 341 |             effect->setSource("Orxonox/explosion2b"); | 
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| 342 |             effect->setLifetime(4.0f); | 
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| 343 |         } | 
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| 344 |         { | 
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| 345 |             ParticleSpawner* effect = new ParticleSpawner(this->getCreator()); | 
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| 346 |             effect->setPosition(this->getPosition()); | 
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| 347 |             effect->setOrientation(this->getOrientation()); | 
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| 348 |             effect->setDestroyAfterLife(true); | 
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| 349 |             effect->setSource("Orxonox/smoke6"); | 
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| 350 |             effect->setLifetime(4.0f); | 
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| 351 |         } | 
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| 352 |         { | 
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| 353 |             ParticleSpawner* effect = new ParticleSpawner(this->getCreator()); | 
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| 354 |             effect->setPosition(this->getPosition()); | 
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| 355 |             effect->setOrientation(this->getOrientation()); | 
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| 356 |             effect->setDestroyAfterLife(true); | 
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| 357 |             effect->setSource("Orxonox/sparks"); | 
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| 358 |             effect->setLifetime(4.0f); | 
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| 359 |         } | 
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| 360 |         for (unsigned int i = 0; i < this->numexplosionchunks_; ++i) | 
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| 361 |         { | 
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| 362 |             ExplosionChunk* chunk = new ExplosionChunk(this->getCreator()); | 
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| 363 |             chunk->setPosition(this->getPosition()); | 
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| 364 |         } | 
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| 365 |     } | 
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| 366 |  | 
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| 367 |     void Pawn::fired(unsigned int firemode) | 
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| 368 |     { | 
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| 369 |         if (this->weaponSystem_) | 
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| 370 |             this->weaponSystem_->fire(firemode); | 
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| 371 |     } | 
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| 372 |  | 
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| 373 |     void Pawn::reload() | 
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| 374 |     { | 
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| 375 |         this->bReload_ = true; | 
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| 376 |     } | 
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| 377 |  | 
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| 378 |     void Pawn::postSpawn() | 
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| 379 |     { | 
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| 380 |         this->setHealth(this->initialHealth_); | 
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| 381 |         if (GameMode::isMaster()) | 
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| 382 |             this->spawneffect(); | 
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| 383 |     } | 
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| 384 |  | 
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| 385 |     /* WeaponSystem: | 
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| 386 |     *   functions load Slot, Set, Pack from XML and make sure all parent-pointers are set. | 
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| 387 |     *   with setWeaponPack you can not just load a Pack from XML but if a Pack already exists anywhere, you can attach it. | 
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| 388 |     *       --> e.g. Pickup-Items | 
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| 389 |     */ | 
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| 390 |     void Pawn::addWeaponSlot(WeaponSlot * wSlot) | 
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| 391 |     { | 
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| 392 |         this->attach(wSlot); | 
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| 393 |         if (this->weaponSystem_) | 
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| 394 |             this->weaponSystem_->addWeaponSlot(wSlot); | 
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| 395 |     } | 
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| 396 |  | 
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| 397 |     WeaponSlot * Pawn::getWeaponSlot(unsigned int index) const | 
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| 398 |     { | 
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| 399 |         if (this->weaponSystem_) | 
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| 400 |             return this->weaponSystem_->getWeaponSlot(index); | 
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| 401 |         else | 
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| 402 |             return 0; | 
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| 403 |     } | 
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| 404 |  | 
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| 405 |     void Pawn::addWeaponSet(WeaponSet * wSet) | 
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| 406 |     { | 
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| 407 |         if (this->weaponSystem_) | 
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| 408 |             this->weaponSystem_->addWeaponSet(wSet); | 
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| 409 |     } | 
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| 410 |  | 
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| 411 |     WeaponSet * Pawn::getWeaponSet(unsigned int index) const | 
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| 412 |     { | 
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| 413 |         if (this->weaponSystem_) | 
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| 414 |             return this->weaponSystem_->getWeaponSet(index); | 
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| 415 |         else | 
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| 416 |             return 0; | 
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| 417 |     } | 
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| 418 |  | 
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| 419 |     void Pawn::addWeaponPack(WeaponPack * wPack) | 
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| 420 |     { | 
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| 421 |         if (this->weaponSystem_) | 
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| 422 |         { | 
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| 423 |             this->weaponSystem_->addWeaponPack(wPack); | 
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| 424 |             this->addedWeaponPack(wPack); | 
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| 425 |         } | 
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| 426 |     } | 
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| 427 |  | 
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| 428 |     void Pawn::addWeaponPackXML(WeaponPack * wPack) | 
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| 429 |     { | 
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| 430 |         if (this->weaponSystem_) | 
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| 431 |         { | 
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| 432 |             if (!this->weaponSystem_->addWeaponPack(wPack)) | 
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| 433 |                 wPack->destroy(); | 
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| 434 |             else | 
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| 435 |                 this->addedWeaponPack(wPack); | 
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| 436 |         } | 
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| 437 |     } | 
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| 438 |  | 
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| 439 |     WeaponPack * Pawn::getWeaponPack(unsigned int index) const | 
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| 440 |     { | 
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| 441 |         if (this->weaponSystem_) | 
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| 442 |             return this->weaponSystem_->getWeaponPack(index); | 
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| 443 |         else | 
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| 444 |             return 0; | 
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| 445 |     } | 
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| 446 |  | 
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| 447 |     //Tell the Map (RadarViewable), if this is a playership | 
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| 448 |     void Pawn::startLocalHumanControl() | 
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| 449 |     { | 
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| 450 | //        SUPER(ControllableEntity, changedPlayer()); | 
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| 451 |         ControllableEntity::startLocalHumanControl(); | 
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| 452 |         this->isHumanShip_ = true; | 
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| 453 |     } | 
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| 454 |  | 
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| 455 |     void Pawn::changedActivity(void) | 
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| 456 |     { | 
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| 457 |         SUPER(Pawn, changedActivity); | 
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| 458 |  | 
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| 459 |         this->setRadarVisibility(this->isVisible()); | 
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| 460 |     } | 
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| 461 |  | 
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| 462 |     void Pawn::changedVisibility(void) | 
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| 463 |     { | 
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| 464 |         SUPER(Pawn, changedVisibility); | 
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| 465 |         //this->setVisible(this->isVisible()); | 
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| 466 |         this->setRadarVisibility(this->isVisible()); | 
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| 467 |     } | 
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| 468 |  | 
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| 469 | } | 
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