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source: code/trunk/src/orxonox/worldentities/pawns/Pawn.cc @ 10216

Last change on this file since 10216 was 10216, checked in by landauf, 9 years ago

merged branch presentationFS14 back to trunk

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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 *      Simon Miescher
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#include "sound/WorldSound.h"
49
50#include "controllers/FormationController.h"
51
52namespace orxonox
53{
54    RegisterClass(Pawn);
55
56    Pawn::Pawn(Context* context)
57        : ControllableEntity(context)
58        , RadarViewable(this, static_cast<WorldEntity*>(this))
59    {
60        RegisterObject(Pawn);
61
62        this->bAlive_ = true;
63        this->bReload_ = false;
64
65        this->health_ = 0;
66        this->maxHealth_ = 0;
67        this->initialHealth_ = 0;
68
69        this->shieldHealth_ = 0;
70        this->initialShieldHealth_ = 0;
71        this->maxShieldHealth_ = 100; //otherwise shield might increase to float_max
72        this->shieldAbsorption_ = 0.5;
73
74        this->reloadRate_ = 0;
75        this->reloadWaitTime_ = 1.0f;
76        this->reloadWaitCountdown_ = 0;
77
78        this->lastHitOriginator_ = 0;
79
80        // set damage multiplier to default value 1, meaning nominal damage
81        this->damageMultiplier_ = 1;
82
83        this->spawnparticleduration_ = 3.0f;
84
85        this->aimPosition_ = Vector3::ZERO;
86
87        if (GameMode::isMaster())
88        {
89            this->weaponSystem_ = new WeaponSystem(this->getContext());
90            this->weaponSystem_->setPawn(this);
91        }
92        else
93            this->weaponSystem_ = 0;
94
95        this->setRadarObjectColour(ColourValue::Red);
96        this->setRadarObjectShape(RadarViewable::Dot);
97
98        this->registerVariables();
99
100        this->isHumanShip_ = this->hasLocalController();
101
102        this->setSyncMode(ObjectDirection::Bidirectional); // needed to synchronise e.g. aimposition
103
104        if (GameMode::isMaster())
105        {
106            this->explosionSound_ = new WorldSound(this->getContext());
107            this->explosionSound_->setVolume(1.0f);
108        }
109        else
110        {
111            this->explosionSound_ = 0;
112        }
113    }
114
115    Pawn::~Pawn()
116    {
117        if (this->isInitialized())
118        {
119            if (this->weaponSystem_)
120                this->weaponSystem_->destroy();
121        }
122    }
123
124    void Pawn::XMLPort(Element& xmlelement, XMLPort::Mode mode)
125    {
126        SUPER(Pawn, XMLPort, xmlelement, mode);
127
128        XMLPortParam(Pawn, "health", setHealth, getHealth, xmlelement, mode).defaultValues(100);
129        XMLPortParam(Pawn, "maxhealth", setMaxHealth, getMaxHealth, xmlelement, mode).defaultValues(200);
130        XMLPortParam(Pawn, "initialhealth", setInitialHealth, getInitialHealth, xmlelement, mode).defaultValues(100);
131
132        XMLPortParam(Pawn, "shieldhealth", setShieldHealth, getShieldHealth, xmlelement, mode).defaultValues(0);
133        XMLPortParam(Pawn, "initialshieldhealth", setInitialShieldHealth, getInitialShieldHealth, xmlelement, mode).defaultValues(0);
134        XMLPortParam(Pawn, "maxshieldhealth", setMaxShieldHealth, getMaxShieldHealth, xmlelement, mode).defaultValues(100);
135        XMLPortParam(Pawn, "shieldabsorption", setShieldAbsorption, getShieldAbsorption, xmlelement, mode).defaultValues(0);
136
137        XMLPortParam(Pawn, "spawnparticlesource", setSpawnParticleSource, getSpawnParticleSource, xmlelement, mode);
138        XMLPortParam(Pawn, "spawnparticleduration", setSpawnParticleDuration, getSpawnParticleDuration, xmlelement, mode).defaultValues(3.0f);
139        XMLPortParam(Pawn, "explosionchunks", setExplosionChunks, getExplosionChunks, xmlelement, mode).defaultValues(7);
140
141        XMLPortObject(Pawn, WeaponSlot, "weaponslots", addWeaponSlot, getWeaponSlot, xmlelement, mode);
142        XMLPortObject(Pawn, WeaponSet, "weaponsets", addWeaponSet, getWeaponSet, xmlelement, mode);
143        XMLPortObject(Pawn, WeaponPack, "weapons", addWeaponPackXML, getWeaponPack, xmlelement, mode);
144
145        XMLPortParam(Pawn, "reloadrate", setReloadRate, getReloadRate, xmlelement, mode).defaultValues(0);
146        XMLPortParam(Pawn, "reloadwaittime", setReloadWaitTime, getReloadWaitTime, xmlelement, mode).defaultValues(1.0f);
147
148        XMLPortParam(Pawn, "explosionSound",  setExplosionSound,  getExplosionSound,  xmlelement, mode);
149
150        XMLPortParam ( RadarViewable, "radarname", setRadarName, getRadarName, xmlelement, mode );
151    }
152
153    void Pawn::registerVariables()
154    {
155        registerVariable(this->bAlive_,           VariableDirection::ToClient);
156        registerVariable(this->health_,           VariableDirection::ToClient);
157        registerVariable(this->maxHealth_,        VariableDirection::ToClient);
158        registerVariable(this->shieldHealth_,     VariableDirection::ToClient);
159        registerVariable(this->maxShieldHealth_,  VariableDirection::ToClient);
160        registerVariable(this->shieldAbsorption_, VariableDirection::ToClient);
161        registerVariable(this->bReload_,          VariableDirection::ToServer);
162        registerVariable(this->aimPosition_,      VariableDirection::ToServer);  // For the moment this variable gets only transfered to the server
163    }
164
165    void Pawn::tick(float dt)
166    {
167        SUPER(Pawn, tick, dt);
168
169        this->bReload_ = false;
170
171        // TODO: use the existing timer functions instead
172        if(this->reloadWaitCountdown_ > 0)
173        {
174            this->decreaseReloadCountdownTime(dt);
175        }
176        else
177        {
178            this->addShieldHealth(this->getReloadRate() * dt);
179            this->resetReloadCountdown();
180        }
181
182        if (GameMode::isMaster())
183        {
184            if (this->health_ <= 0 && bAlive_)
185            {
186                this->fireEvent(); // Event to notify anyone who wants to know about the death.
187                this->death();
188            }
189        }
190    }
191
192    void Pawn::preDestroy()
193    {
194        // yay, multiple inheritance!
195        this->ControllableEntity::preDestroy();
196        this->PickupCarrier::preDestroy();
197    }
198
199    void Pawn::setPlayer(PlayerInfo* player)
200    {
201        ControllableEntity::setPlayer(player);
202
203        if (this->getGametype())
204            this->getGametype()->playerStartsControllingPawn(player, this);
205    }
206
207    void Pawn::removePlayer()
208    {
209        if (this->getGametype())
210            this->getGametype()->playerStopsControllingPawn(this->getPlayer(), this);
211
212        ControllableEntity::removePlayer();
213    }
214
215
216    void Pawn::setHealth(float health)
217    {
218        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
219    }
220
221    void Pawn::setShieldHealth(float shieldHealth)
222    {
223        this->shieldHealth_ = std::min(shieldHealth, this->maxShieldHealth_);
224    }
225
226    void Pawn::setMaxShieldHealth(float maxshieldhealth)
227    {
228        this->maxShieldHealth_ = maxshieldhealth;
229    }
230
231    void Pawn::setReloadRate(float reloadrate)
232    {
233        this->reloadRate_ = reloadrate;
234    }
235
236    void Pawn::setReloadWaitTime(float reloadwaittime)
237    {
238        this->reloadWaitTime_ = reloadwaittime;
239    }
240
241    void Pawn::decreaseReloadCountdownTime(float dt)
242    {
243        this->reloadWaitCountdown_ -= dt;
244    }
245
246    void Pawn::damage(float damage, float healthdamage, float shielddamage, Pawn* originator, const btCollisionShape* cs)
247    {
248        // Applies multiplier given by the DamageBoost Pickup.
249        if (originator)
250            damage *= originator->getDamageMultiplier();
251
252        if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
253        {
254            if (shielddamage >= this->getShieldHealth())
255            {
256                this->setShieldHealth(0);
257                this->setHealth(this->health_ - (healthdamage + damage));
258            }
259            else
260            {
261                this->setShieldHealth(this->shieldHealth_ - shielddamage);
262
263                // remove remaining shieldAbsorpton-Part of damage from shield
264                shielddamage = damage * this->shieldAbsorption_;
265                shielddamage = std::min(this->getShieldHealth(),shielddamage);
266                this->setShieldHealth(this->shieldHealth_ - shielddamage);
267
268                // set remaining damage to health
269                this->setHealth(this->health_ - (damage - shielddamage) - healthdamage);
270            }
271
272            this->lastHitOriginator_ = originator;
273        }
274    }
275
276// TODO: Still valid?
277/* HIT-Funktionen
278    Die hit-Funktionen muessen auch in src/orxonox/controllers/Controller.h angepasst werden! (Visuelle Effekte)
279
280*/
281    void Pawn::hit(Pawn* originator, const Vector3& force, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage)
282    {
283        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
284        {
285            this->damage(damage, healthdamage, shielddamage, originator, cs);
286            this->setVelocity(this->getVelocity() + force);
287        }
288    }
289
290    void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage)
291    {
292        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
293        {
294            this->damage(damage, healthdamage, shielddamage, originator, cs);
295
296            if ( this->getController() )
297                this->getController()->hit(originator, contactpoint, damage); // changed to damage, why shielddamage?
298        }
299    }
300
301
302    void Pawn::kill()
303    {
304        this->damage(this->health_);
305        this->death();
306    }
307
308    void Pawn::spawneffect()
309    {
310        // play spawn effect
311        if (!this->spawnparticlesource_.empty())
312        {
313            ParticleSpawner* effect = new ParticleSpawner(this->getContext());
314            effect->setPosition(this->getPosition());
315            effect->setOrientation(this->getOrientation());
316            effect->setDestroyAfterLife(true);
317            effect->setSource(this->spawnparticlesource_);
318            effect->setLifetime(this->spawnparticleduration_);
319        }
320    }
321
322
323    void Pawn::death()
324    {
325        this->setHealth(1);
326        if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_))
327        {
328            // Set bAlive_ to false and wait for PawnManager to do the destruction
329            this->bAlive_ = false;
330
331            this->setDestroyWhenPlayerLeft(false);
332
333            if (this->getGametype())
334                this->getGametype()->pawnKilled(this, this->lastHitOriginator_);
335
336            if (this->getPlayer() && this->getPlayer()->getControllableEntity() == this)
337            {
338                // Start to control a new entity if you're the master of a formation
339                if(this->hasSlaves())
340                {
341                    Controller* slave = this->getSlave();
342                    ControllableEntity* entity = slave->getControllableEntity();
343
344
345                    if(!entity->hasHumanController())
346                    {
347                        // delete the AIController // <-- TODO: delete? nothing is deleted here... should we delete the controller?
348                        slave->setControllableEntity(0);
349
350                        // set a new master within the formation
351                        orxonox_cast<FormationController*>(this->getController())->setNewMasterWithinFormation(orxonox_cast<FormationController*>(slave));
352
353                        // start to control a slave
354                        this->getPlayer()->startControl(entity);
355                    }
356                    else
357                    {
358                        this->getPlayer()->stopControl();
359                    }
360
361                }
362                else
363                {
364                    this->getPlayer()->stopControl();
365                }
366            }
367            if (GameMode::isMaster())
368            {
369//                this->deathEffect();
370                this->goWithStyle();
371            }
372        }
373    }
374    void Pawn::goWithStyle()
375    {
376        this->bAlive_ = false;
377        this->setDestroyWhenPlayerLeft(false);
378
379        BigExplosion* chunk = new BigExplosion(this->getContext());
380        chunk->setPosition(this->getPosition());
381        chunk->setVelocity(this->getVelocity());
382
383        this->explosionSound_->setPosition(this->getPosition());
384        this->explosionSound_->play();
385    }
386    void Pawn::deatheffect()
387    {
388        // play death effect
389        {
390            ParticleSpawner* effect = new ParticleSpawner(this->getContext());
391            effect->setPosition(this->getPosition());
392            effect->setOrientation(this->getOrientation());
393            effect->setDestroyAfterLife(true);
394            effect->setSource("Orxonox/explosion2b");
395            effect->setLifetime(4.0f);
396        }
397        {
398            ParticleSpawner* effect = new ParticleSpawner(this->getContext());
399            effect->setPosition(this->getPosition());
400            effect->setOrientation(this->getOrientation());
401            effect->setDestroyAfterLife(true);
402            effect->setSource("Orxonox/smoke6");
403            effect->setLifetime(4.0f);
404        }
405        {
406            ParticleSpawner* effect = new ParticleSpawner(this->getContext());
407            effect->setPosition(this->getPosition());
408            effect->setOrientation(this->getOrientation());
409            effect->setDestroyAfterLife(true);
410            effect->setSource("Orxonox/sparks");
411            effect->setLifetime(4.0f);
412        }
413        for (unsigned int i = 0; i < this->numexplosionchunks_; ++i)
414        {
415            ExplosionChunk* chunk = new ExplosionChunk(this->getContext());
416            chunk->setPosition(this->getPosition());
417        }
418    }
419
420    void Pawn::fired(unsigned int firemode)
421    {
422        if (this->weaponSystem_)
423            this->weaponSystem_->fire(firemode);
424    }
425
426    void Pawn::reload()
427    {
428        this->bReload_ = true;
429    }
430
431    void Pawn::postSpawn()
432    {
433        this->setHealth(this->initialHealth_);
434        if (GameMode::isMaster())
435            this->spawneffect();
436    }
437
438    /* WeaponSystem:
439    *   functions load Slot, Set, Pack from XML and make sure all parent-pointers are set.
440    *   with setWeaponPack you can not just load a Pack from XML but if a Pack already exists anywhere, you can attach it.
441    *       --> e.g. Pickup-Items
442    */
443    void Pawn::addWeaponSlot(WeaponSlot * wSlot)
444    {
445        this->attach(wSlot);
446        if (this->weaponSystem_)
447            this->weaponSystem_->addWeaponSlot(wSlot);
448    }
449
450    WeaponSlot * Pawn::getWeaponSlot(unsigned int index) const
451    {
452        if (this->weaponSystem_)
453            return this->weaponSystem_->getWeaponSlot(index);
454        else
455            return 0;
456    }
457
458    void Pawn::addWeaponSet(WeaponSet * wSet)
459    {
460        if (this->weaponSystem_)
461            this->weaponSystem_->addWeaponSet(wSet);
462    }
463
464    WeaponSet * Pawn::getWeaponSet(unsigned int index) const
465    {
466        if (this->weaponSystem_)
467            return this->weaponSystem_->getWeaponSet(index);
468        else
469            return 0;
470    }
471
472    void Pawn::addWeaponPack(WeaponPack * wPack)
473    {
474        if (this->weaponSystem_)
475        {
476            this->weaponSystem_->addWeaponPack(wPack);
477            this->addedWeaponPack(wPack);
478        }
479    }
480
481    void Pawn::addWeaponPackXML(WeaponPack * wPack)
482    {
483        if (this->weaponSystem_)
484        {
485            if (!this->weaponSystem_->addWeaponPack(wPack))
486                wPack->destroy();
487            else
488                this->addedWeaponPack(wPack);
489        }
490    }
491
492    WeaponPack * Pawn::getWeaponPack(unsigned int index) const
493    {
494        if (this->weaponSystem_)
495            return this->weaponSystem_->getWeaponPack(index);
496        else
497            return 0;
498    }
499
500    //Tell the Map (RadarViewable), if this is a playership
501    void Pawn::startLocalHumanControl()
502    {
503//        SUPER(ControllableEntity, changedPlayer());
504        ControllableEntity::startLocalHumanControl();
505        this->isHumanShip_ = true;
506    }
507
508    void Pawn::changedVisibility(void)
509    {
510        SUPER(Pawn, changedVisibility);
511
512        // enable proper radarviewability when the visibility is changed
513        this->RadarViewable::settingsChanged();
514    }
515
516
517    // A function to check if this pawn's controller is the master of any formationcontroller
518    bool Pawn::hasSlaves()
519    {
520        for (ObjectList<FormationController>::iterator it =
521             ObjectList<FormationController>::begin();
522             it != ObjectList<FormationController>::end(); ++it )
523        {
524            // checks if the pawn's controller has a slave
525            if (this->hasHumanController() && it->getMaster() == this->getPlayer()->getController())
526                return true;
527        }
528        return false;
529    }
530
531    // A function that returns a slave of the pawn's controller
532    Controller* Pawn::getSlave(){
533        for (ObjectList<FormationController>::iterator it =
534                ObjectList<FormationController>::begin();
535                it != ObjectList<FormationController>::end(); ++it )
536        {
537            if (this->hasHumanController() && it->getMaster() == this->getPlayer()->getController())
538                return it->getController();
539        }
540        return 0;
541    }
542
543
544    void Pawn::setExplosionSound(const std::string &explosionSound)
545    {
546        if(explosionSound_ )
547            explosionSound_->setSource(explosionSound);
548        else
549            assert(0); // This should never happen, because soundpointer is only available on master
550    }
551
552    const std::string& Pawn::getExplosionSound()
553    {
554        if( explosionSound_ )
555            return explosionSound_->getSource();
556        else
557            assert(0);
558        return BLANKSTRING;
559    }
560}
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