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source: code/trunk/src/orxonox/worldentities/pawns/Pawn.cc @ 7163

Last change on this file since 7163 was 7163, checked in by dafrick, 14 years ago

Merged presentation3 branch into trunk.

  • Property svn:eol-style set to native
File size: 12.4 KB
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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "Pawn.h"
30
31#include <algorithm>
32
33#include "core/CoreIncludes.h"
34#include "core/GameMode.h"
35#include "core/XMLPort.h"
36#include "network/NetworkFunction.h"
37
38#include "PawnManager.h"
39#include "infos/PlayerInfo.h"
40#include "controllers/Controller.h"
41#include "gametypes/Gametype.h"
42#include "graphics/ParticleSpawner.h"
43#include "worldentities/ExplosionChunk.h"
44#include "worldentities/BigExplosion.h"
45#include "weaponsystem/WeaponSystem.h"
46#include "weaponsystem/WeaponSlot.h"
47#include "weaponsystem/WeaponPack.h"
48#include "weaponsystem/WeaponSet.h"
49
50
51namespace orxonox
52{
53    CreateFactory(Pawn);
54
55    Pawn::Pawn(BaseObject* creator)
56        : ControllableEntity(creator)
57        , RadarViewable(creator, static_cast<WorldEntity*>(this))
58    {
59        RegisterObject(Pawn);
60
61        PawnManager::touch();
62        this->bAlive_ = true;
63        this->bReload_ = false;
64
65        this->health_ = 0;
66        this->maxHealth_ = 0;
67        this->initialHealth_ = 0;
68        this->shieldHealth_ = 0;
69        this->shieldAbsorption_ = 0.5;
70
71        this->lastHitOriginator_ = 0;
72
73        this->spawnparticleduration_ = 3.0f;
74
75        this->aimPosition_ = Vector3::ZERO;
76
77        if (GameMode::isMaster())
78        {
79            this->weaponSystem_ = new WeaponSystem(this);
80            this->weaponSystem_->setPawn(this);
81        }
82        else
83            this->weaponSystem_ = 0;
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_,      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::setPlayer(PlayerInfo* player)
148    {
149        ControllableEntity::setPlayer(player);
150
151        if (this->getGametype())
152            this->getGametype()->playerStartsControllingPawn(player, this);
153    }
154
155    void Pawn::removePlayer()
156    {
157        if (this->getGametype())
158            this->getGametype()->playerStopsControllingPawn(this->getPlayer(), this);
159
160        ControllableEntity::removePlayer();
161    }
162
163    void Pawn::setHealth(float health)
164    {
165        this->health_ = std::min(health, this->maxHealth_);
166    }
167
168    void Pawn::damage(float damage, Pawn* originator)
169    {
170        if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
171        {
172            //share the dealt damage to the shield and the Pawn.
173            float shielddamage = damage*this->shieldAbsorption_;
174            float healthdamage = damage*(1-this->shieldAbsorption_);
175
176            // In case the shield can not take all the shield damage.
177            if (shielddamage > this->getShieldHealth())
178            {
179                healthdamage += shielddamage-this->getShieldHealth();
180                this->setShieldHealth(0);
181            }
182
183            this->setHealth(this->health_ - healthdamage);
184
185            if (this->getShieldHealth() > 0)
186            {
187                this->setShieldHealth(this->shieldHealth_ - shielddamage);
188            }
189
190            this->lastHitOriginator_ = originator;
191
192            // play damage effect
193        }
194    }
195
196    void Pawn::hit(Pawn* originator, const Vector3& force, float damage)
197    {
198        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
199        {
200            this->damage(damage, originator);
201            this->setVelocity(this->getVelocity() + force);
202
203            // play hit effect
204        }
205    }
206
207    void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage)
208    {
209        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
210        {
211            this->damage(damage, originator);
212
213            if ( this->getController() )
214                this->getController()->hit(originator, contactpoint, damage);
215
216            // play hit effect
217        }
218    }
219
220    void Pawn::kill()
221    {
222        this->damage(this->health_);
223        this->death();
224    }
225
226    void Pawn::spawneffect()
227    {
228        // play spawn effect
229        if (!this->spawnparticlesource_.empty())
230        {
231            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
232            effect->setPosition(this->getPosition());
233            effect->setOrientation(this->getOrientation());
234            effect->setDestroyAfterLife(true);
235            effect->setSource(this->spawnparticlesource_);
236            effect->setLifetime(this->spawnparticleduration_);
237        }
238    }
239
240    void Pawn::death()
241    {
242        this->setHealth(1);
243        if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_))
244        {
245            // Set bAlive_ to false and wait for PawnManager to do the destruction
246            this->bAlive_ = false;
247
248            this->setDestroyWhenPlayerLeft(false);
249
250            this->dropItems();
251
252            if (this->getGametype())
253                this->getGametype()->pawnKilled(this, this->lastHitOriginator_);
254
255            if (this->getPlayer() && this->getPlayer()->getControllableEntity() == this)
256                this->getPlayer()->stopControl();
257
258            if (GameMode::isMaster())
259            {
260//                this->deathEffect();
261                this->goWithStyle();
262            }
263        }
264    }
265    void Pawn::goWithStyle()
266    {
267        this->bAlive_ = false;
268        this->setDestroyWhenPlayerLeft(false);
269
270        BigExplosion* chunk = new BigExplosion(this->getCreator());
271        chunk->setPosition(this->getPosition());
272
273    }
274    void Pawn::deatheffect()
275    {
276        // play death effect
277        {
278            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
279            effect->setPosition(this->getPosition());
280            effect->setOrientation(this->getOrientation());
281            effect->setDestroyAfterLife(true);
282            effect->setSource("Orxonox/explosion2b");
283            effect->setLifetime(4.0f);
284        }
285        {
286            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
287            effect->setPosition(this->getPosition());
288            effect->setOrientation(this->getOrientation());
289            effect->setDestroyAfterLife(true);
290            effect->setSource("Orxonox/smoke6");
291            effect->setLifetime(4.0f);
292        }
293        {
294            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
295            effect->setPosition(this->getPosition());
296            effect->setOrientation(this->getOrientation());
297            effect->setDestroyAfterLife(true);
298            effect->setSource("Orxonox/sparks");
299            effect->setLifetime(4.0f);
300        }
301        for (unsigned int i = 0; i < this->numexplosionchunks_; ++i)
302        {
303            ExplosionChunk* chunk = new ExplosionChunk(this->getCreator());
304            chunk->setPosition(this->getPosition());
305        }
306    }
307
308    void Pawn::fired(unsigned int firemode)
309    {
310        if (this->weaponSystem_)
311            this->weaponSystem_->fire(firemode);
312    }
313
314    void Pawn::reload()
315    {
316        this->bReload_ = true;
317    }
318
319    void Pawn::postSpawn()
320    {
321        this->setHealth(this->initialHealth_);
322        if (GameMode::isMaster())
323            this->spawneffect();
324    }
325
326    /* WeaponSystem:
327    *   functions load Slot, Set, Pack from XML and make sure all parent-pointers are set.
328    *   with setWeaponPack you can not just load a Pack from XML but if a Pack already exists anywhere, you can attach it.
329    *       --> e.g. Pickup-Items
330    */
331    void Pawn::addWeaponSlot(WeaponSlot * wSlot)
332    {
333        this->attach(wSlot);
334        if (this->weaponSystem_)
335            this->weaponSystem_->addWeaponSlot(wSlot);
336    }
337
338    WeaponSlot * Pawn::getWeaponSlot(unsigned int index) const
339    {
340        if (this->weaponSystem_)
341            return this->weaponSystem_->getWeaponSlot(index);
342        else
343            return 0;
344    }
345
346    void Pawn::addWeaponSet(WeaponSet * wSet)
347    {
348        if (this->weaponSystem_)
349            this->weaponSystem_->addWeaponSet(wSet);
350    }
351
352    WeaponSet * Pawn::getWeaponSet(unsigned int index) const
353    {
354        if (this->weaponSystem_)
355            return this->weaponSystem_->getWeaponSet(index);
356        else
357            return 0;
358    }
359
360    void Pawn::addWeaponPack(WeaponPack * wPack)
361    {
362        if (this->weaponSystem_)
363        {
364            this->weaponSystem_->addWeaponPack(wPack);
365            this->addedWeaponPack(wPack);
366        }
367    }
368
369    void Pawn::addWeaponPackXML(WeaponPack * wPack)
370    {
371        if (this->weaponSystem_)
372        {
373            if (!this->weaponSystem_->addWeaponPack(wPack))
374                wPack->destroy();
375            else
376                this->addedWeaponPack(wPack);
377        }
378    }
379
380    WeaponPack * Pawn::getWeaponPack(unsigned int index) const
381    {
382        if (this->weaponSystem_)
383            return this->weaponSystem_->getWeaponPack(index);
384        else
385            return 0;
386    }
387
388    //Tell the Map (RadarViewable), if this is a playership
389    void Pawn::startLocalHumanControl()
390    {
391//        SUPER(ControllableEntity, changedPlayer());
392        ControllableEntity::startLocalHumanControl();
393        this->isHumanShip_ = true;
394    }
395}
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