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 "core/EventIncludes.h" |
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37 | #include "network/NetworkFunction.h" |
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38 | |
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39 | #include "infos/PlayerInfo.h" |
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40 | #include "controllers/Controller.h" |
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41 | #include "gametypes/Gametype.h" |
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42 | #include "graphics/ParticleSpawner.h" |
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43 | #include "worldentities/ExplosionChunk.h" |
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44 | #include "worldentities/ExplosionPart.h" |
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45 | #include "weaponsystem/WeaponSystem.h" |
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46 | #include "weaponsystem/WeaponSlot.h" |
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47 | #include "weaponsystem/WeaponPack.h" |
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48 | #include "weaponsystem/WeaponSet.h" |
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49 | #include "weaponsystem/Munition.h" |
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50 | #include "sound/WorldSound.h" |
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51 | #include "core/object/ObjectListIterator.h" |
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52 | |
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53 | #include "controllers/FormationController.h" |
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54 | |
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55 | namespace orxonox |
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56 | { |
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57 | RegisterClass(Pawn); |
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58 | |
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59 | SetConsoleCommand("Pawn", "debugDrawWeapons", &Pawn::consoleCommand_debugDrawWeapons).addShortcut(); |
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60 | |
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61 | Pawn::Pawn(Context* context) |
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62 | : ControllableEntity(context) |
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63 | , RadarViewable(this, static_cast<WorldEntity*>(this)) |
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64 | { |
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65 | RegisterObject(Pawn); |
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66 | |
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67 | this->bAlive_ = true; |
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68 | this->bVulnerable_ = true; |
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69 | |
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70 | this->health_ = 0; |
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71 | this->maxHealth_ = 0; |
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72 | this->initialHealth_ = 0; |
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73 | |
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74 | this->shieldHealth_ = 0; |
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75 | this->initialShieldHealth_ = 0; |
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76 | this->maxShieldHealth_ = 100; //otherwise shield might increase to float_max |
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77 | this->shieldAbsorption_ = 0.5; |
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78 | this->shieldRechargeRate_ = 0; |
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79 | this->shieldRechargeWaitTime_ = 1.0f; |
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80 | this->shieldRechargeWaitCountdown_ = 0; |
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81 | |
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82 | this->lastHitOriginator_ = nullptr; |
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83 | |
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84 | // set damage multiplier to default value 1, meaning nominal damage |
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85 | this->damageMultiplier_ = 1; |
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86 | |
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87 | this->spawnparticleduration_ = 3.0f; |
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88 | |
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89 | this->aimPosition_ = Vector3::ZERO; |
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90 | |
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91 | //this->explosionPartList_ = nullptr; |
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92 | |
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93 | if (GameMode::isMaster()) |
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94 | { |
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95 | this->weaponSystem_ = new WeaponSystem(this->getContext()); |
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96 | this->weaponSystem_->setPawn(this); |
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97 | } |
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98 | else |
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99 | this->weaponSystem_ = nullptr; |
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100 | |
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101 | this->setRadarObjectColour(ColourValue::Red); |
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102 | this->setRadarObjectShape(RadarViewable::Shape::Dot); |
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103 | |
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104 | this->registerVariables(); |
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105 | |
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106 | this->isHumanShip_ = this->hasLocalController(); |
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107 | |
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108 | this->setSyncMode(ObjectDirection::Bidirectional); // needed to synchronise e.g. aimposition |
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109 | |
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110 | if (GameMode::isMaster()) |
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111 | { |
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112 | this->explosionSound_ = new WorldSound(this->getContext()); |
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113 | this->explosionSound_->setVolume(1.0f); |
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114 | } |
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115 | else |
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116 | { |
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117 | this->explosionSound_ = nullptr; |
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118 | } |
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119 | } |
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120 | |
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121 | Pawn::~Pawn() |
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122 | { |
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123 | if (this->isInitialized()) |
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124 | { |
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125 | if (this->weaponSystem_) |
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126 | this->weaponSystem_->destroy(); |
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127 | } |
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128 | } |
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129 | |
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130 | void Pawn::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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131 | { |
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132 | SUPER(Pawn, XMLPort, xmlelement, mode); |
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133 | |
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134 | XMLPortParam(Pawn, "health", setHealth, getHealth, xmlelement, mode).defaultValues(100); |
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135 | XMLPortParam(Pawn, "maxhealth", setMaxHealth, getMaxHealth, xmlelement, mode).defaultValues(200); |
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136 | XMLPortParam(Pawn, "initialhealth", setInitialHealth, getInitialHealth, xmlelement, mode).defaultValues(100); |
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137 | |
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138 | XMLPortParam(Pawn, "shieldhealth", setShieldHealth, getShieldHealth, xmlelement, mode).defaultValues(0); |
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139 | XMLPortParam(Pawn, "initialshieldhealth", setInitialShieldHealth, getInitialShieldHealth, xmlelement, mode).defaultValues(0); |
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140 | XMLPortParam(Pawn, "maxshieldhealth", setMaxShieldHealth, getMaxShieldHealth, xmlelement, mode).defaultValues(100); |
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141 | XMLPortParam(Pawn, "shieldabsorption", setShieldAbsorption, getShieldAbsorption, xmlelement, mode).defaultValues(0); |
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142 | |
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143 | XMLPortParam(Pawn, "vulnerable", setVulnerable, isVulnerable, xmlelement, mode).defaultValues(true); |
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144 | |
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145 | XMLPortParam(Pawn, "spawnparticlesource", setSpawnParticleSource, getSpawnParticleSource, xmlelement, mode); |
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146 | XMLPortParam(Pawn, "spawnparticleduration", setSpawnParticleDuration, getSpawnParticleDuration, xmlelement, mode).defaultValues(3.0f); |
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147 | XMLPortParam(Pawn, "explosionchunks", setExplosionChunks, getExplosionChunks, xmlelement, mode).defaultValues(0); |
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148 | |
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149 | XMLPortObject(Pawn, WeaponSlot, "weaponslots", addWeaponSlot, getWeaponSlot, xmlelement, mode); |
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150 | XMLPortObject(Pawn, WeaponSet, "weaponsets", addWeaponSet, getWeaponSet, xmlelement, mode); |
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151 | XMLPortObject(Pawn, WeaponPack, "weaponpacks", addWeaponPackXML, getWeaponPack, xmlelement, mode); |
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152 | XMLPortObject(Pawn, Munition, "munition", addMunitionXML, getMunitionXML, xmlelement, mode); |
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153 | |
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154 | XMLPortObject(Pawn, ExplosionPart, "explosion", addExplosionPart, getExplosionPart, xmlelement, mode); |
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155 | XMLPortParam(Pawn, "shieldrechargerate", setShieldRechargeRate, getShieldRechargeRate, xmlelement, mode).defaultValues(0); |
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156 | XMLPortParam(Pawn, "shieldrechargewaittime", setShieldRechargeWaitTime, getShieldRechargeWaitTime, xmlelement, mode).defaultValues(1.0f); |
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157 | |
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158 | XMLPortParam(Pawn, "explosionSound", setExplosionSound, getExplosionSound, xmlelement, mode); |
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159 | |
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160 | XMLPortParam ( RadarViewable, "radarname", setRadarName, getRadarName, xmlelement, mode ); |
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161 | } |
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162 | |
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163 | void Pawn::XMLEventPort(Element& xmlelement, XMLPort::Mode mode) |
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164 | { |
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165 | SUPER(Pawn, XMLEventPort, xmlelement, mode); |
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166 | |
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167 | XMLPortEventState(Pawn, BaseObject, "vulnerability", setVulnerable, xmlelement, mode); |
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168 | } |
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169 | |
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170 | void Pawn::registerVariables() |
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171 | { |
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172 | registerVariable(this->bAlive_, VariableDirection::ToClient); |
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173 | registerVariable(this->bVulnerable_, VariableDirection::ToClient); |
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174 | registerVariable(this->health_, VariableDirection::ToClient); |
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175 | registerVariable(this->maxHealth_, VariableDirection::ToClient); |
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176 | registerVariable(this->shieldHealth_, VariableDirection::ToClient); |
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177 | registerVariable(this->maxShieldHealth_, VariableDirection::ToClient); |
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178 | registerVariable(this->shieldAbsorption_, VariableDirection::ToClient); |
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179 | registerVariable(this->aimPosition_, VariableDirection::ToServer); // For the moment this variable gets only transfered to the server |
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180 | } |
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181 | |
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182 | void Pawn::tick(float dt) |
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183 | { |
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184 | //BigExplosion* chunk = new BigExplosion(this->getContext()); |
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185 | SUPER(Pawn, tick, dt); |
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186 | |
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187 | // Recharge the shield |
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188 | // TODO: use the existing timer functions instead |
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189 | if(this->shieldRechargeWaitCountdown_ > 0) |
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190 | { |
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191 | this->decreaseShieldRechargeCountdownTime(dt); |
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192 | } |
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193 | else |
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194 | { |
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195 | this->addShieldHealth(this->getShieldRechargeRate() * dt); |
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196 | this->resetShieldRechargeCountdown(); |
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197 | } |
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198 | |
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199 | if (GameMode::isMaster()) |
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200 | { |
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201 | if (this->health_ <= 0 && bAlive_) |
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202 | { |
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203 | this->fireEvent(); // Event to notify anyone who wants to know about the death. |
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204 | this->death(); |
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205 | } |
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206 | } |
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207 | } |
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208 | |
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209 | void Pawn::preDestroy() |
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210 | { |
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211 | // yay, multiple inheritance! |
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212 | this->ControllableEntity::preDestroy(); |
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213 | this->PickupCarrier::preDestroy(); |
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214 | } |
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215 | |
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216 | void Pawn::setPlayer(PlayerInfo* player) |
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217 | { |
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218 | ControllableEntity::setPlayer(player); |
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219 | |
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220 | if (this->getGametype()) |
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221 | this->getGametype()->playerStartsControllingPawn(player, this); |
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222 | } |
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223 | |
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224 | void Pawn::removePlayer() |
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225 | { |
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226 | if (this->getGametype()) |
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227 | this->getGametype()->playerStopsControllingPawn(this->getPlayer(), this); |
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228 | |
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229 | ControllableEntity::removePlayer(); |
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230 | } |
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231 | |
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232 | |
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233 | void Pawn::setHealth(float health) |
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234 | { |
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235 | 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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236 | } |
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237 | |
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238 | void Pawn::setShieldHealth(float shieldHealth) |
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239 | { |
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240 | this->shieldHealth_ = std::min(shieldHealth, this->maxShieldHealth_); |
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241 | } |
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242 | |
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243 | void Pawn::setMaxShieldHealth(float maxshieldhealth) |
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244 | { |
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245 | this->maxShieldHealth_ = maxshieldhealth; |
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246 | } |
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247 | |
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248 | void Pawn::setShieldRechargeRate(float shieldRechargeRate) |
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249 | { |
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250 | this->shieldRechargeRate_ = shieldRechargeRate; |
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251 | } |
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252 | |
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253 | void Pawn::setShieldRechargeWaitTime(float shieldRechargeWaitTime) |
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254 | { |
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255 | this->shieldRechargeWaitTime_ = shieldRechargeWaitTime; |
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256 | } |
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257 | |
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258 | void Pawn::decreaseShieldRechargeCountdownTime(float dt) |
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259 | { |
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260 | this->shieldRechargeWaitCountdown_ -= dt; |
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261 | } |
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262 | |
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263 | void Pawn::changedVulnerability() |
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264 | { |
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265 | |
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266 | } |
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267 | |
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268 | void Pawn::damage(float damage, float healthdamage, float shielddamage, Pawn* originator, const btCollisionShape* cs) |
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269 | { |
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270 | // A pawn can only get damaged if it is vulnerable |
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271 | if (!isVulnerable()) |
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272 | { |
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273 | return; |
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274 | } |
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275 | |
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276 | // Applies multiplier given by the DamageBoost Pickup. |
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277 | if (originator) |
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278 | damage *= originator->getDamageMultiplier(); |
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279 | |
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280 | if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator)) |
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281 | { |
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282 | // Health-damage cannot be absorbed by shields. |
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283 | // Shield-damage only reduces shield health. |
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284 | // Normal damage can be (partially) absorbed by shields. |
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285 | |
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286 | if (shielddamage >= this->getShieldHealth()) |
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287 | { |
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288 | this->setShieldHealth(0); |
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289 | this->setHealth(this->health_ - (healthdamage + damage)); |
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290 | } |
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291 | else |
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292 | { |
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293 | this->setShieldHealth(this->shieldHealth_ - shielddamage); |
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294 | |
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295 | // remove remaining shieldAbsorpton-Part of damage from shield |
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296 | shielddamage = damage * this->shieldAbsorption_; |
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297 | shielddamage = std::min(this->getShieldHealth(),shielddamage); |
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298 | this->setShieldHealth(this->shieldHealth_ - shielddamage); |
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299 | |
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300 | // set remaining damage to health |
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301 | this->setHealth(this->health_ - (damage - shielddamage) - healthdamage); |
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302 | } |
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303 | |
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304 | this->lastHitOriginator_ = originator; |
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305 | } |
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306 | } |
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307 | |
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308 | // TODO: Still valid? |
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309 | /* HIT-Funktionen |
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310 | Die hit-Funktionen muessen auch in src/orxonox/controllers/Controller.h angepasst werden! (Visuelle Effekte) |
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311 | |
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312 | */ |
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313 | void Pawn::hit(Pawn* originator, const Vector3& force, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage) |
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314 | { |
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315 | if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) ) |
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316 | { |
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317 | this->damage(damage, healthdamage, shielddamage, originator, cs); |
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318 | this->setVelocity(this->getVelocity() + force); |
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319 | } |
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320 | } |
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321 | |
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322 | void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage) |
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323 | { |
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324 | if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) ) |
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325 | { |
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326 | this->damage(damage, healthdamage, shielddamage, originator, cs); |
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327 | |
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328 | if ( this->getController() ) |
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329 | this->getController()->hit(originator, contactpoint, damage); // changed to damage, why shielddamage? |
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330 | } |
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331 | } |
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332 | |
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333 | void Pawn::kill() |
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334 | { |
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335 | this->damage(this->health_); |
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336 | this->death(); |
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337 | } |
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338 | |
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339 | void Pawn::spawneffect() |
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340 | { |
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341 | // play spawn effect |
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342 | if (!this->spawnparticlesource_.empty()) |
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343 | { |
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344 | ParticleSpawner* effect = new ParticleSpawner(this->getContext()); |
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345 | effect->setPosition(this->getPosition()); |
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346 | effect->setOrientation(this->getOrientation()); |
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347 | effect->setDestroyAfterLife(true); |
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348 | effect->setSource(this->spawnparticlesource_); |
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349 | effect->setLifetime(this->spawnparticleduration_); |
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350 | } |
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351 | } |
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352 | |
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353 | void Pawn::death() |
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354 | { |
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355 | this->setHealth(1); |
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356 | if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_)) |
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357 | { |
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358 | // Set bAlive_ to false and wait for destroyLater() to do the destruction |
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359 | this->bAlive_ = false; |
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360 | this->destroyLater(); |
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361 | |
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362 | this->setDestroyWhenPlayerLeft(false); |
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363 | |
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364 | if (this->getGametype()) |
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365 | this->getGametype()->pawnKilled(this, this->lastHitOriginator_); |
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366 | |
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367 | if (this->getPlayer() && this->getPlayer()->getControllableEntity() == this) |
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368 | { |
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369 | // Start to control a new entity if you're the master of a formation |
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370 | if(this->hasSlaves()) |
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371 | { |
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372 | Controller* slave = this->getSlave(); |
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373 | ControllableEntity* entity = slave->getControllableEntity(); |
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374 | |
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375 | |
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376 | if(!entity->hasHumanController()) |
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377 | { |
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378 | // delete the AIController // <-- TODO: delete? nothing is deleted here... should we delete the controller? |
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379 | slave->setControllableEntity(nullptr); |
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380 | |
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381 | // set a new master within the formation |
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382 | orxonox_cast<FormationController*>(this->getController())->setNewMasterWithinFormation(orxonox_cast<FormationController*>(slave)); |
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383 | |
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384 | // start to control a slave |
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385 | this->getPlayer()->startControl(entity); |
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386 | } |
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387 | else |
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388 | { |
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389 | this->getPlayer()->stopControl(); |
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390 | } |
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391 | |
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392 | } |
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393 | else |
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394 | { |
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395 | this->getPlayer()->stopControl(); |
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396 | } |
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397 | } |
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398 | if (GameMode::isMaster()) |
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399 | { |
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400 | this->goWithStyle(); |
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401 | } |
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402 | } |
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403 | } |
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404 | void Pawn::goWithStyle() |
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405 | { |
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406 | |
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407 | this->bAlive_ = false; |
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408 | this->setDestroyWhenPlayerLeft(false); |
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409 | |
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410 | while(!explosionPartList_.empty()) |
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411 | { |
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412 | explosionPartList_.back()->setPosition(this->getPosition()); |
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413 | explosionPartList_.back()->setVelocity(this->getVelocity()); |
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414 | explosionPartList_.back()->setOrientation(this->getOrientation()); |
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415 | explosionPartList_.back()->Explode(); |
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416 | explosionPartList_.pop_back(); |
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417 | } |
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418 | |
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419 | for (unsigned int i = 0; i < this->numexplosionchunks_; ++i) |
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420 | { |
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421 | ExplosionChunk* chunk = new ExplosionChunk(this->getContext()); |
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422 | chunk->setPosition(this->getPosition()); |
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423 | } |
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424 | |
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425 | this->explosionSound_->setPosition(this->getPosition()); |
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426 | this->explosionSound_->play(); |
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427 | } |
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428 | |
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429 | /** |
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430 | @brief |
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431 | Check whether the Pawn has a @ref orxonox::WeaponSystem and fire it with the specified firemode if it has one. |
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432 | */ |
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433 | |
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434 | void Pawn::pushed(unsigned int firemode) |
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435 | { |
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436 | if (this->weaponSystem_) |
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437 | this->weaponSystem_->push(firemode); |
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438 | } |
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439 | |
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440 | void Pawn::released(unsigned int firemode) |
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441 | { |
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442 | if (this->weaponSystem_) |
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443 | this->weaponSystem_->release(firemode); |
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444 | } |
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445 | |
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446 | void Pawn::postSpawn() |
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447 | { |
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448 | this->setHealth(this->initialHealth_); |
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449 | if (GameMode::isMaster()) |
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450 | this->spawneffect(); |
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451 | } |
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452 | |
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453 | |
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454 | void Pawn::addExplosionPart(ExplosionPart* ePart) |
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455 | {this->explosionPartList_.push_back(ePart);} |
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456 | |
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457 | |
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458 | ExplosionPart * Pawn::getExplosionPart() |
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459 | {return this->explosionPartList_.back();} |
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460 | |
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461 | |
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462 | |
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463 | /* WeaponSystem: |
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464 | * functions load Slot, Set, Pack from XML and make sure all parent-pointers are set. |
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465 | * 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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466 | * --> e.g. Pickup-Items |
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467 | */ |
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468 | void Pawn::addWeaponSlot(WeaponSlot * wSlot) |
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469 | { |
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470 | this->attach(wSlot); |
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471 | if (this->weaponSystem_) |
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472 | this->weaponSystem_->addWeaponSlot(wSlot); |
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473 | } |
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474 | |
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475 | WeaponSlot * Pawn::getWeaponSlot(unsigned int index) const |
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476 | { |
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477 | if (this->weaponSystem_) |
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478 | return this->weaponSystem_->getWeaponSlot(index); |
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479 | else |
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480 | return nullptr; |
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481 | } |
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482 | |
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483 | void Pawn::addWeaponSet(WeaponSet * wSet) |
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484 | { |
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485 | if (this->weaponSystem_) |
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486 | this->weaponSystem_->addWeaponSet(wSet); |
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487 | } |
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488 | |
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489 | WeaponSet * Pawn::getWeaponSet(unsigned int index) const |
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490 | { |
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491 | if (this->weaponSystem_) |
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492 | return this->weaponSystem_->getWeaponSet(index); |
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493 | else |
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494 | return nullptr; |
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495 | } |
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496 | |
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497 | void Pawn::addWeaponPack(WeaponPack * wPack) |
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498 | { |
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499 | if (this->weaponSystem_) |
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500 | { |
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501 | this->weaponSystem_->addWeaponPack(wPack); |
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502 | this->addedWeaponPack(wPack); |
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503 | } |
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504 | } |
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505 | |
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506 | void Pawn::addWeaponPackXML(WeaponPack * wPack) |
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507 | { |
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508 | if (this->weaponSystem_) |
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509 | { |
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510 | if (!this->weaponSystem_->addWeaponPack(wPack)) |
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511 | wPack->destroy(); |
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512 | else |
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513 | this->addedWeaponPack(wPack); |
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514 | } |
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515 | } |
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516 | |
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517 | WeaponPack * Pawn::getWeaponPack(unsigned int index) const |
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518 | { |
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519 | if (this->weaponSystem_) |
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520 | return this->weaponSystem_->getWeaponPack(index); |
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521 | else |
---|
522 | return nullptr; |
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523 | } |
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524 | |
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525 | void Pawn::addMunitionXML(Munition* munition) |
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526 | { |
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527 | if (this->weaponSystem_ && munition) |
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528 | { |
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529 | this->weaponSystem_->addMunition(munition); |
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530 | } |
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531 | } |
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532 | |
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533 | Munition* Pawn::getMunitionXML() const |
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534 | { |
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535 | return nullptr; |
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536 | } |
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537 | |
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538 | Munition* Pawn::getMunition(SubclassIdentifier<Munition> * identifier) |
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539 | { |
---|
540 | if (weaponSystem_) |
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541 | { |
---|
542 | return weaponSystem_->getMunition(identifier); |
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543 | } |
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544 | |
---|
545 | return nullptr; |
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546 | } |
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547 | |
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548 | //Tell the Map (RadarViewable), if this is a playership |
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549 | void Pawn::startLocalHumanControl() |
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550 | { |
---|
551 | // SUPER(ControllableEntity, startLocalHumanControl()); |
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552 | ControllableEntity::startLocalHumanControl(); |
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553 | this->isHumanShip_ = true; |
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554 | } |
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555 | |
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556 | void Pawn::changedVisibility(void) |
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557 | { |
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558 | SUPER(Pawn, changedVisibility); |
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559 | |
---|
560 | // enable proper radarviewability when the visibility is changed |
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561 | this->RadarViewable::settingsChanged(); |
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562 | } |
---|
563 | |
---|
564 | |
---|
565 | // A function to check if this pawn's controller is the master of any formationcontroller |
---|
566 | bool Pawn::hasSlaves() |
---|
567 | { |
---|
568 | for (FormationController* controller : ObjectList<FormationController>()) |
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569 | { |
---|
570 | // checks if the pawn's controller has a slave |
---|
571 | if (this->hasHumanController() && controller->getMaster() == this->getPlayer()->getController()) |
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572 | return true; |
---|
573 | } |
---|
574 | return false; |
---|
575 | } |
---|
576 | |
---|
577 | // A function that returns a slave of the pawn's controller |
---|
578 | Controller* Pawn::getSlave(){ |
---|
579 | for (FormationController* controller : ObjectList<FormationController>()) |
---|
580 | { |
---|
581 | if (this->hasHumanController() && controller->getMaster() == this->getPlayer()->getController()) |
---|
582 | return controller->getController(); |
---|
583 | } |
---|
584 | return nullptr; |
---|
585 | } |
---|
586 | |
---|
587 | |
---|
588 | void Pawn::setExplosionSound(const std::string &explosionSound) |
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589 | { |
---|
590 | if(explosionSound_ ) |
---|
591 | explosionSound_->setSource(explosionSound); |
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592 | else |
---|
593 | assert(0); // This should never happen, because soundpointer is only available on master |
---|
594 | } |
---|
595 | |
---|
596 | const std::string& Pawn::getExplosionSound() |
---|
597 | { |
---|
598 | if( explosionSound_ ) |
---|
599 | return explosionSound_->getSource(); |
---|
600 | else |
---|
601 | assert(0); |
---|
602 | return BLANKSTRING; |
---|
603 | } |
---|
604 | |
---|
605 | void Pawn::drawWeapons(bool bDraw) |
---|
606 | { |
---|
607 | if (bDraw) |
---|
608 | { |
---|
609 | std::vector<WeaponSlot*> weaponSlots = weaponSystem_->getAllWeaponSlots(); |
---|
610 | int numWeaponSlots = weaponSlots.size(); |
---|
611 | Vector3 slotPosition = Vector3::ZERO; |
---|
612 | Quaternion slotOrientation = Quaternion::IDENTITY; |
---|
613 | Model* slotModel = nullptr; |
---|
614 | |
---|
615 | for (int i = 0; i < numWeaponSlots; ++i) |
---|
616 | { |
---|
617 | slotPosition = weaponSlots.at(i)->getPosition(); |
---|
618 | slotOrientation = weaponSlots.at(i)->getOrientation(); |
---|
619 | slotModel = new Model(this->getContext()); |
---|
620 | slotModel->setMeshSource("Coordinates.mesh"); |
---|
621 | slotModel->setScale(3.0f); |
---|
622 | slotModel->setOrientation(slotOrientation); |
---|
623 | slotModel->setPosition(slotPosition); |
---|
624 | |
---|
625 | this->attach(slotModel); |
---|
626 | debugWeaponSlotModels_.push_back(slotModel); |
---|
627 | } |
---|
628 | } |
---|
629 | else |
---|
630 | { |
---|
631 | // delete all debug models |
---|
632 | for(Model* model : debugWeaponSlotModels_) |
---|
633 | { |
---|
634 | model->destroy(); |
---|
635 | } |
---|
636 | debugWeaponSlotModels_.clear(); |
---|
637 | } |
---|
638 | } |
---|
639 | |
---|
640 | /*static*/ void Pawn::consoleCommand_debugDrawWeapons(bool bDraw) |
---|
641 | { |
---|
642 | if (bDraw) |
---|
643 | { |
---|
644 | orxout() << "WeaponSlot visualization enabled." << endl; |
---|
645 | } |
---|
646 | else |
---|
647 | { |
---|
648 | orxout() << "WeaponSlot visualization disabled." << endl; |
---|
649 | } |
---|
650 | |
---|
651 | ObjectList<Pawn> pawnList; |
---|
652 | for (ObjectListIterator<Pawn> it = pawnList.begin(); it != pawnList.end(); ++it) |
---|
653 | { |
---|
654 | it->drawWeapons(bDraw); |
---|
655 | } |
---|
656 | } |
---|
657 | } |
---|