| 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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