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source: code/branches/gameimmersion/src/orxonox/worldentities/pawns/Pawn.cc @ 8152

Last change on this file since 8152 was 8152, checked in by simonmie, 14 years ago

added nice particleEffect if shield is hit

  • Property svn:eol-style set to native
File size: 13.2 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 *      ...
26 *
27 */
28
29#include "Pawn.h"
30
31#include <algorithm>
32
33#include "core/CoreIncludes.h"
34#include "core/GameMode.h"
35#include "core/XMLPort.h"
36#include "network/NetworkFunction.h"
37
38#include "PawnManager.h"
39#include "infos/PlayerInfo.h"
40#include "controllers/Controller.h"
41#include "gametypes/Gametype.h"
42#include "graphics/ParticleSpawner.h"
43#include "worldentities/ExplosionChunk.h"
44#include "worldentities/BigExplosion.h"
45#include "weaponsystem/WeaponSystem.h"
46#include "weaponsystem/WeaponSlot.h"
47#include "weaponsystem/WeaponPack.h"
48#include "weaponsystem/WeaponSet.h"
49
50
51namespace orxonox
52{
53    CreateFactory(Pawn);
54
55    Pawn::Pawn(BaseObject* creator)
56        : ControllableEntity(creator)
57        , RadarViewable(creator, static_cast<WorldEntity*>(this))
58    {
59        RegisterObject(Pawn);
60
61        PawnManager::touch();
62        this->bAlive_ = true;
63        this->bReload_ = false;
64
65        this->health_ = 0;
66        this->maxHealth_ = 0;
67        this->initialHealth_ = 0;
68        this->shieldHealth_ = 0;
69        this->shieldAbsorption_ = 0.5;
70
71        this->lastHitOriginator_ = 0;
72
73        this->spawnparticleduration_ = 3.0f;
74
75        this->aimPosition_ = Vector3::ZERO;
76
77        if (GameMode::isMaster())
78        {
79            this->weaponSystem_ = new WeaponSystem(this);
80            this->weaponSystem_->setPawn(this);
81        }
82        else
83            this->weaponSystem_ = 0;
84
85        this->setRadarObjectColour(ColourValue::Red);
86        this->setRadarObjectShape(RadarViewable::Dot);
87
88        this->registerVariables();
89
90        this->isHumanShip_ = this->hasLocalController();
91    }
92
93    Pawn::~Pawn()
94    {
95        if (this->isInitialized())
96        {
97            if (this->weaponSystem_)
98                this->weaponSystem_->destroy();
99        }
100    }
101
102    void Pawn::XMLPort(Element& xmlelement, XMLPort::Mode mode)
103    {
104        SUPER(Pawn, XMLPort, xmlelement, mode);
105
106        XMLPortParam(Pawn, "health", setHealth, getHealth, xmlelement, mode).defaultValues(100);
107        XMLPortParam(Pawn, "maxhealth", setMaxHealth, getMaxHealth, xmlelement, mode).defaultValues(200);
108        XMLPortParam(Pawn, "initialhealth", setInitialHealth, getInitialHealth, xmlelement, mode).defaultValues(100);
109
110        XMLPortParam(Pawn, "shieldhealth", setShieldHealth, getShieldHealth, xmlelement, mode).defaultValues(0);
111        XMLPortParam(Pawn, "shieldabsorption", setShieldAbsorption, getShieldAbsorption, xmlelement, mode).defaultValues(0);
112
113        XMLPortParam(Pawn, "spawnparticlesource", setSpawnParticleSource, getSpawnParticleSource, xmlelement, mode);
114        XMLPortParam(Pawn, "spawnparticleduration", setSpawnParticleDuration, getSpawnParticleDuration, xmlelement, mode).defaultValues(3.0f);
115        XMLPortParam(Pawn, "explosionchunks", setExplosionChunks, getExplosionChunks, xmlelement, mode).defaultValues(7);
116
117        XMLPortObject(Pawn, WeaponSlot, "weaponslots", addWeaponSlot, getWeaponSlot, xmlelement, mode);
118        XMLPortObject(Pawn, WeaponSet, "weaponsets", addWeaponSet, getWeaponSet, xmlelement, mode);
119        XMLPortObject(Pawn, WeaponPack, "weapons", addWeaponPackXML, getWeaponPack, xmlelement, mode);
120
121/////// me
122        XMLPortParam(Pawn, "reloadrate", setReloadRate, getReloadRate, xmlelement, mode).defaultValues(0);
123
124/////// end me
125
126    }
127
128    void Pawn::registerVariables()
129    {
130        registerVariable(this->bAlive_,           VariableDirection::ToClient);
131        registerVariable(this->health_,           VariableDirection::ToClient);
132        registerVariable(this->initialHealth_,    VariableDirection::ToClient);
133        registerVariable(this->shieldHealth_,     VariableDirection::ToClient);
134        registerVariable(this->shieldAbsorption_, VariableDirection::ToClient);
135        registerVariable(this->bReload_,          VariableDirection::ToServer);
136        registerVariable(this->aimPosition_,      VariableDirection::ToServer);  // For the moment this variable gets only transfered to the server
137    }
138
139    void Pawn::tick(float dt)
140    {
141        SUPER(Pawn, tick, dt);
142
143        this->bReload_ = false;
144
145////////me
146        this->addShieldHealth(this->getReloadRate() * dt);
147        // TODO max. shield hinzufuegen
148////////end me
149        if (GameMode::isMaster())
150            if (this->health_ <= 0 && bAlive_)
151            {
152                this->fireEvent(); // Event to notify anyone who wants to know about the death.
153                this->death();
154            }
155    }
156
157    void Pawn::preDestroy()
158    {
159        // yay, multiple inheritance!
160        this->ControllableEntity::preDestroy();
161        this->PickupCarrier::preDestroy();
162    }
163
164    void Pawn::setPlayer(PlayerInfo* player)
165    {
166        ControllableEntity::setPlayer(player);
167
168        if (this->getGametype())
169            this->getGametype()->playerStartsControllingPawn(player, this);
170    }
171
172    void Pawn::removePlayer()
173    {
174        if (this->getGametype())
175            this->getGametype()->playerStopsControllingPawn(this->getPlayer(), this);
176
177        ControllableEntity::removePlayer();
178    }
179
180//////////////////me
181    void Pawn::setReloadRate(float reloadrate)
182    {
183        this->reloadRate_ = reloadrate;
184        COUT(2) << "RELOAD RATE SET TO " << this->reloadRate_ << endl;
185    }
186
187
188///////////////end me
189
190    void Pawn::setHealth(float health)
191    {
192        this->health_ = std::min(health, this->maxHealth_);
193    }
194
195    void Pawn::damage(float damage, Pawn* originator)
196    {
197        if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
198        {
199            //share the dealt damage to the shield and the Pawn.
200            float shielddamage = damage*this->shieldAbsorption_;
201            float healthdamage = damage*(1-this->shieldAbsorption_);
202
203            // In case the shield can not take all the shield damage.
204            if (shielddamage > this->getShieldHealth())
205            {
206                healthdamage += shielddamage-this->getShieldHealth();
207                this->setShieldHealth(0);
208                COUT(3) << "### SHIELD KAPUTT ###" << endl;
209            }
210
211            else { COUT(3) << "## SHIELD : " << this->getShieldHealth() << endl; }
212
213            this->setHealth(this->health_ - healthdamage);
214
215            if (this->getShieldHealth() > 0)
216            {
217                this->setShieldHealth(this->shieldHealth_ - shielddamage);
218            }
219
220            this->lastHitOriginator_ = originator;
221
222            // play damage effect
223        }
224    }
225
226    void Pawn::hit(Pawn* originator, const Vector3& force, float damage)
227    {
228        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
229        {
230            this->damage(damage, originator);
231            this->setVelocity(this->getVelocity() + force);
232
233            // play hit effect
234        }
235    }
236
237    void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage)
238    {
239        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
240        {
241            this->damage(damage, originator);
242
243            if ( this->getController() )
244                this->getController()->hit(originator, contactpoint, damage);
245
246            // play hit effect
247        }
248    }
249
250    void Pawn::kill()
251    {
252        this->damage(this->health_);
253        this->death();
254    }
255
256    void Pawn::spawneffect()
257    {
258        // play spawn effect
259        if (!this->spawnparticlesource_.empty())
260        {
261            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
262            effect->setPosition(this->getPosition());
263            effect->setOrientation(this->getOrientation());
264            effect->setDestroyAfterLife(true);
265            effect->setSource(this->spawnparticlesource_);
266            effect->setLifetime(this->spawnparticleduration_);
267        }
268    }
269
270    void Pawn::death()
271    {
272        this->setHealth(1);
273        if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_))
274        {
275            // Set bAlive_ to false and wait for PawnManager to do the destruction
276            this->bAlive_ = false;
277
278            this->setDestroyWhenPlayerLeft(false);
279
280            if (this->getGametype())
281                this->getGametype()->pawnKilled(this, this->lastHitOriginator_);
282
283            if (this->getPlayer() && this->getPlayer()->getControllableEntity() == this)
284                this->getPlayer()->stopControl();
285
286            if (GameMode::isMaster())
287            {
288//                this->deathEffect();
289                this->goWithStyle();
290            }
291        }
292    }
293    void Pawn::goWithStyle()
294    {
295        this->bAlive_ = false;
296        this->setDestroyWhenPlayerLeft(false);
297
298        BigExplosion* chunk = new BigExplosion(this->getCreator());
299        chunk->setPosition(this->getPosition());
300
301    }
302    void Pawn::deatheffect()
303    {
304        // play death effect
305        {
306            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
307            effect->setPosition(this->getPosition());
308            effect->setOrientation(this->getOrientation());
309            effect->setDestroyAfterLife(true);
310            effect->setSource("Orxonox/explosion2b");
311            effect->setLifetime(4.0f);
312        }
313        {
314            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
315            effect->setPosition(this->getPosition());
316            effect->setOrientation(this->getOrientation());
317            effect->setDestroyAfterLife(true);
318            effect->setSource("Orxonox/smoke6");
319            effect->setLifetime(4.0f);
320        }
321        {
322            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
323            effect->setPosition(this->getPosition());
324            effect->setOrientation(this->getOrientation());
325            effect->setDestroyAfterLife(true);
326            effect->setSource("Orxonox/sparks");
327            effect->setLifetime(4.0f);
328        }
329        for (unsigned int i = 0; i < this->numexplosionchunks_; ++i)
330        {
331            ExplosionChunk* chunk = new ExplosionChunk(this->getCreator());
332            chunk->setPosition(this->getPosition());
333        }
334    }
335
336    void Pawn::fired(unsigned int firemode)
337    {
338        if (this->weaponSystem_)
339            this->weaponSystem_->fire(firemode);
340    }
341
342    void Pawn::reload()
343    {
344        this->bReload_ = true;
345    }
346
347    void Pawn::postSpawn()
348    {
349        this->setHealth(this->initialHealth_);
350        if (GameMode::isMaster())
351            this->spawneffect();
352    }
353
354    /* WeaponSystem:
355    *   functions load Slot, Set, Pack from XML and make sure all parent-pointers are set.
356    *   with setWeaponPack you can not just load a Pack from XML but if a Pack already exists anywhere, you can attach it.
357    *       --> e.g. Pickup-Items
358    */
359    void Pawn::addWeaponSlot(WeaponSlot * wSlot)
360    {
361        this->attach(wSlot);
362        if (this->weaponSystem_)
363            this->weaponSystem_->addWeaponSlot(wSlot);
364    }
365
366    WeaponSlot * Pawn::getWeaponSlot(unsigned int index) const
367    {
368        if (this->weaponSystem_)
369            return this->weaponSystem_->getWeaponSlot(index);
370        else
371            return 0;
372    }
373
374    void Pawn::addWeaponSet(WeaponSet * wSet)
375    {
376        if (this->weaponSystem_)
377            this->weaponSystem_->addWeaponSet(wSet);
378    }
379
380    WeaponSet * Pawn::getWeaponSet(unsigned int index) const
381    {
382        if (this->weaponSystem_)
383            return this->weaponSystem_->getWeaponSet(index);
384        else
385            return 0;
386    }
387
388    void Pawn::addWeaponPack(WeaponPack * wPack)
389    {
390        if (this->weaponSystem_)
391        {
392            this->weaponSystem_->addWeaponPack(wPack);
393            this->addedWeaponPack(wPack);
394        }
395    }
396
397    void Pawn::addWeaponPackXML(WeaponPack * wPack)
398    {
399        if (this->weaponSystem_)
400        {
401            if (!this->weaponSystem_->addWeaponPack(wPack))
402                wPack->destroy();
403            else
404                this->addedWeaponPack(wPack);
405        }
406    }
407
408    WeaponPack * Pawn::getWeaponPack(unsigned int index) const
409    {
410        if (this->weaponSystem_)
411            return this->weaponSystem_->getWeaponPack(index);
412        else
413            return 0;
414    }
415
416    //Tell the Map (RadarViewable), if this is a playership
417    void Pawn::startLocalHumanControl()
418    {
419//        SUPER(ControllableEntity, changedPlayer());
420        ControllableEntity::startLocalHumanControl();
421        this->isHumanShip_ = true;
422    }
423}
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