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