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source: code/branches/gamecontent/src/orxonox/worldentities/pawns/Pawn.cc @ 8942

Last change on this file since 8942 was 8942, checked in by jo, 13 years ago

Pawn&SpaceShip Colouring via XML works. Quick&Dirty implementation though. A clean version is going to follow.

  • Property svn:eol-style set to native
File size: 15.2 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      Simon Miescher
26 *
27 */
28
29#include "Pawn.h"
30
31#include <algorithm>
32
33#include "core/CoreIncludes.h"
34#include "core/GameMode.h"
35#include "core/XMLPort.h"
36#include "network/NetworkFunction.h"
37
38#include "infos/PlayerInfo.h"
39#include "controllers/Controller.h"
40#include "gametypes/Gametype.h"
41#include "graphics/ParticleSpawner.h"
42#include "worldentities/ExplosionChunk.h"
43#include "worldentities/BigExplosion.h"
44#include "weaponsystem/WeaponSystem.h"
45#include "weaponsystem/WeaponSlot.h"
46#include "weaponsystem/WeaponPack.h"
47#include "weaponsystem/WeaponSet.h"
48
49namespace orxonox
50{
51    CreateFactory(Pawn);
52
53    Pawn::Pawn(BaseObject* creator)
54        : ControllableEntity(creator)
55        , RadarViewable(creator, static_cast<WorldEntity*>(this))
56    {
57        RegisterObject(Pawn);
58
59        this->bAlive_ = true;
60        this->bReload_ = false;
61
62        this->team_ = -1;
63        this->health_ = 0;
64        this->maxHealth_ = 0;
65        this->initialHealth_ = 0;
66
67        this->shieldHealth_ = 0;
68        this->initialShieldHealth_ = 0;
69        this->maxShieldHealth_ = 100; //otherwise shield might increase to float_max
70        this->shieldAbsorption_ = 0.5;
71
72        this->reloadRate_ = 0;
73        this->reloadWaitTime_ = 1.0f;
74        this->reloadWaitCountdown_ = 0;
75
76        this->lastHitOriginator_ = 0;
77
78        this->spawnparticleduration_ = 3.0f;
79
80        this->aimPosition_ = Vector3::ZERO;
81
82        if (GameMode::isMaster())
83        {
84            this->weaponSystem_ = new WeaponSystem(this);
85            this->weaponSystem_->setPawn(this);
86        }
87        else
88            this->weaponSystem_ = 0;
89
90        this->setRadarObjectColour(ColourValue::Red);
91        this->setRadarObjectShape(RadarViewable::Dot);
92
93        this->registerVariables();
94
95        this->isHumanShip_ = this->hasLocalController();
96
97        this->setSyncMode(ObjectDirection::Bidirectional); // needed to synchronise e.g. aimposition
98    }
99
100    Pawn::~Pawn()
101    {
102        if (this->isInitialized())
103        {
104            if (this->weaponSystem_)
105                this->weaponSystem_->destroy();
106        }
107    }
108
109    void Pawn::XMLPort(Element& xmlelement, XMLPort::Mode mode)
110    {
111        SUPER(Pawn, XMLPort, xmlelement, mode);
112
113        XMLPortParam(Pawn, "team", setTeam, getTeam, xmlelement, mode).defaultValues(-1);
114
115        XMLPortParam(Pawn, "health", setHealth, getHealth, xmlelement, mode).defaultValues(100);
116        XMLPortParam(Pawn, "maxhealth", setMaxHealth, getMaxHealth, xmlelement, mode).defaultValues(200);
117        XMLPortParam(Pawn, "initialhealth", setInitialHealth, getInitialHealth, xmlelement, mode).defaultValues(100);
118
119        XMLPortParam(Pawn, "shieldhealth", setShieldHealth, getShieldHealth, xmlelement, mode).defaultValues(0);
120        XMLPortParam(Pawn, "initialshieldhealth", setInitialShieldHealth, getInitialShieldHealth, xmlelement, mode).defaultValues(0);
121        XMLPortParam(Pawn, "maxshieldhealth", setMaxShieldHealth, getMaxShieldHealth, xmlelement, mode).defaultValues(100);
122        XMLPortParam(Pawn, "shieldabsorption", setShieldAbsorption, getShieldAbsorption, xmlelement, mode).defaultValues(0);
123
124        XMLPortParam(Pawn, "spawnparticlesource", setSpawnParticleSource, getSpawnParticleSource, xmlelement, mode);
125        XMLPortParam(Pawn, "spawnparticleduration", setSpawnParticleDuration, getSpawnParticleDuration, xmlelement, mode).defaultValues(3.0f);
126        XMLPortParam(Pawn, "explosionchunks", setExplosionChunks, getExplosionChunks, xmlelement, mode).defaultValues(7);
127
128        XMLPortObject(Pawn, WeaponSlot, "weaponslots", addWeaponSlot, getWeaponSlot, xmlelement, mode);
129        XMLPortObject(Pawn, WeaponSet, "weaponsets", addWeaponSet, getWeaponSet, xmlelement, mode);
130        XMLPortObject(Pawn, WeaponPack, "weapons", addWeaponPackXML, getWeaponPack, xmlelement, mode);
131
132        XMLPortParam(Pawn, "reloadrate", setReloadRate, getReloadRate, xmlelement, mode).defaultValues(0);
133        XMLPortParam(Pawn, "reloadwaittime", setReloadWaitTime, getReloadWaitTime, xmlelement, mode).defaultValues(1.0f);
134
135
136    }
137
138    void Pawn::registerVariables()
139    {
140        registerVariable(this->bAlive_,           VariableDirection::ToClient);
141        registerVariable(this->health_,           VariableDirection::ToClient);
142        registerVariable(this->maxHealth_,        VariableDirection::ToClient);
143        registerVariable(this->shieldHealth_,     VariableDirection::ToClient);
144        registerVariable(this->maxShieldHealth_,  VariableDirection::ToClient);
145        registerVariable(this->shieldAbsorption_, VariableDirection::ToClient);
146        registerVariable(this->bReload_,          VariableDirection::ToServer);
147        registerVariable(this->aimPosition_,      VariableDirection::ToServer);  // For the moment this variable gets only transfered to the server
148    }
149
150    void Pawn::tick(float dt)
151    {
152        SUPER(Pawn, tick, dt);
153
154        this->bReload_ = false;
155
156        // TODO: use the existing timer functions instead
157        if(this->reloadWaitCountdown_ > 0)
158        {
159            this->decreaseReloadCountdownTime(dt);
160        }
161        else
162        {
163            this->addShieldHealth(this->getReloadRate() * dt);
164            this->resetReloadCountdown();
165        }
166
167        if (GameMode::isMaster())
168        {
169            if (this->health_ <= 0 && bAlive_)
170            {
171                this->fireEvent(); // Event to notify anyone who wants to know about the death.
172                this->death();
173            }
174        }
175    }
176
177    void Pawn::preDestroy()
178    {
179        // yay, multiple inheritance!
180        this->ControllableEntity::preDestroy();
181        this->PickupCarrier::preDestroy();
182    }
183
184    void Pawn::setPlayer(PlayerInfo* player)
185    {
186        ControllableEntity::setPlayer(player);
187
188        if (this->getGametype())
189            this->getGametype()->playerStartsControllingPawn(player, this);
190    }
191
192    void Pawn::removePlayer()
193    {
194        if (this->getGametype())
195            this->getGametype()->playerStopsControllingPawn(this->getPlayer(), this);
196
197        ControllableEntity::removePlayer();
198    }
199
200
201    void Pawn::setHealth(float health)
202    {
203        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
204    }
205
206    void Pawn::setShieldHealth(float shieldHealth)
207    {
208        this->shieldHealth_ = std::min(shieldHealth, this->maxShieldHealth_);
209    }
210
211    void Pawn::setMaxShieldHealth(float maxshieldhealth)
212    {
213        this->maxShieldHealth_ = maxshieldhealth;
214    }
215
216    void Pawn::setReloadRate(float reloadrate)
217    {
218        this->reloadRate_ = reloadrate;
219    }
220
221    void Pawn::setReloadWaitTime(float reloadwaittime)
222    {
223        this->reloadWaitTime_ = reloadwaittime;
224    }
225
226    void Pawn::decreaseReloadCountdownTime(float dt)
227    {
228        this->reloadWaitCountdown_ -= dt;
229    }
230
231    void Pawn::damage(float damage, float healthdamage, float shielddamage, Pawn* originator)
232    {
233        if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
234        {
235            if (shielddamage >= this->getShieldHealth())
236            {
237                this->setShieldHealth(0);
238                this->setHealth(this->health_ - (healthdamage + damage));
239            }
240            else
241            {
242                this->setShieldHealth(this->shieldHealth_ - shielddamage);
243
244                // remove remaining shieldAbsorpton-Part of damage from shield
245                shielddamage = damage * this->shieldAbsorption_;
246                shielddamage = std::min(this->getShieldHealth(),shielddamage);
247                this->setShieldHealth(this->shieldHealth_ - shielddamage);
248
249                // set remaining damage to health
250                this->setHealth(this->health_ - (damage - shielddamage) - healthdamage);
251            }
252
253            this->lastHitOriginator_ = originator;
254        }
255    }
256
257// TODO: Still valid?
258/* HIT-Funktionen
259    Die hit-Funktionen muessen auch in src/orxonox/controllers/Controller.h angepasst werden! (Visuelle Effekte)
260
261*/
262    void Pawn::hit(Pawn* originator, const Vector3& force, float damage, float healthdamage, float shielddamage)
263    {
264        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
265        {
266            this->damage(damage, healthdamage, shielddamage, originator);
267            this->setVelocity(this->getVelocity() + force);
268        }
269    }
270
271
272    void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage, float shielddamage)
273    {
274        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
275        {
276            this->damage(damage, healthdamage, shielddamage, originator);
277
278            if ( this->getController() )
279                this->getController()->hit(originator, contactpoint, damage); // changed to damage, why shielddamage?
280        }
281    }
282
283
284    void Pawn::kill()
285    {
286        this->damage(this->health_);
287        this->death();
288    }
289
290    void Pawn::spawneffect()
291    {
292        // play spawn effect
293        if (!this->spawnparticlesource_.empty())
294        {
295            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
296            effect->setPosition(this->getPosition());
297            effect->setOrientation(this->getOrientation());
298            effect->setDestroyAfterLife(true);
299            effect->setSource(this->spawnparticlesource_);
300            effect->setLifetime(this->spawnparticleduration_);
301        }
302    }
303
304    void Pawn::death()
305    {
306        this->setHealth(1);
307        if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_))
308        {
309            // Set bAlive_ to false and wait for PawnManager to do the destruction
310            this->bAlive_ = false;
311
312            this->setDestroyWhenPlayerLeft(false);
313
314            if (this->getGametype())
315                this->getGametype()->pawnKilled(this, this->lastHitOriginator_);
316
317            if (this->getPlayer() && this->getPlayer()->getControllableEntity() == this)
318                this->getPlayer()->stopControl();
319
320            if (GameMode::isMaster())
321            {
322//                this->deathEffect();
323                this->goWithStyle();
324            }
325        }
326    }
327    void Pawn::goWithStyle()
328    {
329        this->bAlive_ = false;
330        this->setDestroyWhenPlayerLeft(false);
331
332        BigExplosion* chunk = new BigExplosion(this->getCreator());
333        chunk->setPosition(this->getPosition());
334
335    }
336    void Pawn::deatheffect()
337    {
338        // play death effect
339        {
340            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
341            effect->setPosition(this->getPosition());
342            effect->setOrientation(this->getOrientation());
343            effect->setDestroyAfterLife(true);
344            effect->setSource("Orxonox/explosion2b");
345            effect->setLifetime(4.0f);
346        }
347        {
348            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
349            effect->setPosition(this->getPosition());
350            effect->setOrientation(this->getOrientation());
351            effect->setDestroyAfterLife(true);
352            effect->setSource("Orxonox/smoke6");
353            effect->setLifetime(4.0f);
354        }
355        {
356            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
357            effect->setPosition(this->getPosition());
358            effect->setOrientation(this->getOrientation());
359            effect->setDestroyAfterLife(true);
360            effect->setSource("Orxonox/sparks");
361            effect->setLifetime(4.0f);
362        }
363        for (unsigned int i = 0; i < this->numexplosionchunks_; ++i)
364        {
365            ExplosionChunk* chunk = new ExplosionChunk(this->getCreator());
366            chunk->setPosition(this->getPosition());
367        }
368    }
369
370    void Pawn::fired(unsigned int firemode)
371    {
372        if (this->weaponSystem_)
373            this->weaponSystem_->fire(firemode);
374    }
375
376    void Pawn::reload()
377    {
378        this->bReload_ = true;
379    }
380
381    void Pawn::postSpawn()
382    {
383        this->setHealth(this->initialHealth_);
384        if (GameMode::isMaster())
385            this->spawneffect();
386    }
387
388    /* WeaponSystem:
389    *   functions load Slot, Set, Pack from XML and make sure all parent-pointers are set.
390    *   with setWeaponPack you can not just load a Pack from XML but if a Pack already exists anywhere, you can attach it.
391    *       --> e.g. Pickup-Items
392    */
393    void Pawn::addWeaponSlot(WeaponSlot * wSlot)
394    {
395        this->attach(wSlot);
396        if (this->weaponSystem_)
397            this->weaponSystem_->addWeaponSlot(wSlot);
398    }
399
400    WeaponSlot * Pawn::getWeaponSlot(unsigned int index) const
401    {
402        if (this->weaponSystem_)
403            return this->weaponSystem_->getWeaponSlot(index);
404        else
405            return 0;
406    }
407
408    void Pawn::addWeaponSet(WeaponSet * wSet)
409    {
410        if (this->weaponSystem_)
411            this->weaponSystem_->addWeaponSet(wSet);
412    }
413
414    WeaponSet * Pawn::getWeaponSet(unsigned int index) const
415    {
416        if (this->weaponSystem_)
417            return this->weaponSystem_->getWeaponSet(index);
418        else
419            return 0;
420    }
421
422    void Pawn::addWeaponPack(WeaponPack * wPack)
423    {
424        if (this->weaponSystem_)
425        {
426            this->weaponSystem_->addWeaponPack(wPack);
427            this->addedWeaponPack(wPack);
428        }
429    }
430
431    void Pawn::addWeaponPackXML(WeaponPack * wPack)
432    {
433        if (this->weaponSystem_)
434        {
435            if (!this->weaponSystem_->addWeaponPack(wPack))
436                wPack->destroy();
437            else
438                this->addedWeaponPack(wPack);
439        }
440    }
441
442    WeaponPack * Pawn::getWeaponPack(unsigned int index) const
443    {
444        if (this->weaponSystem_)
445            return this->weaponSystem_->getWeaponPack(index);
446        else
447            return 0;
448    }
449
450    //Tell the Map (RadarViewable), if this is a playership
451    void Pawn::startLocalHumanControl()
452    {
453//        SUPER(ControllableEntity, changedPlayer());
454        ControllableEntity::startLocalHumanControl();
455        this->isHumanShip_ = true;
456    }
457
458    void Pawn::changedActivity(void)
459    {
460        SUPER(Pawn, changedActivity);
461
462        this->setRadarVisibility(this->isVisible());
463    }
464
465    void Pawn::changedVisibility(void)
466    {
467        SUPER(Pawn, changedVisibility);
468        //this->setVisible(this->isVisible());
469        this->setRadarVisibility(this->isVisible());
470    }
471
472}
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