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source: code/branches/gameimmersion/src/orxonox/worldentities/pawns/Pawn.cc @ 8474

Last change on this file since 8474 was 8386, checked in by simonmie, 14 years ago

New shielddamage implemented, depending functions changed, bugs fixed.

LightningGun →fire changed
Other weapons still need to be edited

  • Property svn:eol-style set to native
File size: 17.2 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////////////////////////me
71        this->reloadRate_ = 0;
72        this->reloadWaitTime_ = 1.0f;
73        this->reloadWaitCountdown_ = 0;
74
75        this->maxShieldHealth_ = 0;
76////////////////////////end me
77
78        this->lastHitOriginator_ = 0;
79
80        this->spawnparticleduration_ = 3.0f;
81
82        this->aimPosition_ = Vector3::ZERO;
83
84        if (GameMode::isMaster())
85        {
86            this->weaponSystem_ = new WeaponSystem(this);
87            this->weaponSystem_->setPawn(this);
88        }
89        else
90            this->weaponSystem_ = 0;
91
92        this->setRadarObjectColour(ColourValue::Red);
93        this->setRadarObjectShape(RadarViewable::Dot);
94
95        this->registerVariables();
96
97        this->isHumanShip_ = this->hasLocalController();
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, "health", setHealth, getHealth, xmlelement, mode).defaultValues(100);
114        XMLPortParam(Pawn, "maxhealth", setMaxHealth, getMaxHealth, xmlelement, mode).defaultValues(200);
115        XMLPortParam(Pawn, "initialhealth", setInitialHealth, getInitialHealth, xmlelement, mode).defaultValues(100);
116
117        XMLPortParam(Pawn, "shieldhealth", setShieldHealth, getShieldHealth, xmlelement, mode).defaultValues(0);
118        XMLPortParam(Pawn, "shieldabsorption", setShieldAbsorption, getShieldAbsorption, xmlelement, mode).defaultValues(0);
119
120        XMLPortParam(Pawn, "spawnparticlesource", setSpawnParticleSource, getSpawnParticleSource, xmlelement, mode);
121        XMLPortParam(Pawn, "spawnparticleduration", setSpawnParticleDuration, getSpawnParticleDuration, xmlelement, mode).defaultValues(3.0f);
122        XMLPortParam(Pawn, "explosionchunks", setExplosionChunks, getExplosionChunks, xmlelement, mode).defaultValues(7);
123
124        XMLPortObject(Pawn, WeaponSlot, "weaponslots", addWeaponSlot, getWeaponSlot, xmlelement, mode);
125        XMLPortObject(Pawn, WeaponSet, "weaponsets", addWeaponSet, getWeaponSet, xmlelement, mode);
126        XMLPortObject(Pawn, WeaponPack, "weapons", addWeaponPackXML, getWeaponPack, xmlelement, mode);
127
128/////// me
129        XMLPortParam(Pawn, "reloadrate", setReloadRate, getReloadRate, xmlelement, mode).defaultValues(0);
130        XMLPortParam(Pawn, "reloadwaittime", setReloadWaitTime, getReloadWaitTime, xmlelement, mode).defaultValues(1.0f);
131
132        XMLPortParam(Pawn, "maxshieldhealth", setMaxShieldHealth, getMaxShieldHealth, xmlelement, mode).defaultValues(100);
133        XMLPortParam(Pawn, "initialshieldhealth", setInitialShieldHealth, getInitialShieldHealth, xmlelement, mode).defaultValues(0);
134
135/////// end me
136        //TODO: DEFINES fuer defaultwerte (hier und weiter oben dieselben)
137    }
138
139    void Pawn::registerVariables()
140    {
141        registerVariable(this->bAlive_,           VariableDirection::ToClient);
142        registerVariable(this->health_,           VariableDirection::ToClient);
143        registerVariable(this->initialHealth_,    VariableDirection::ToClient);
144        registerVariable(this->shieldHealth_,     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////////me
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////////end me
168        if (GameMode::isMaster())
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    void Pawn::preDestroy()
177    {
178        // yay, multiple inheritance!
179        this->ControllableEntity::preDestroy();
180        this->PickupCarrier::preDestroy();
181    }
182
183    void Pawn::setPlayer(PlayerInfo* player)
184    {
185        ControllableEntity::setPlayer(player);
186
187        if (this->getGametype())
188            this->getGametype()->playerStartsControllingPawn(player, this);
189    }
190
191    void Pawn::removePlayer()
192    {
193        if (this->getGametype())
194            this->getGametype()->playerStopsControllingPawn(this->getPlayer(), this);
195
196        ControllableEntity::removePlayer();
197    }
198
199//////////////////me
200    void Pawn::setReloadRate(float reloadrate)
201    {
202        this->reloadRate_ = reloadrate;
203        COUT(2) << "RELOAD RATE SET TO " << this->reloadRate_ << endl;
204    }
205
206    void Pawn::setReloadWaitTime(float reloadwaittime)
207    {
208        this->reloadWaitTime_ = reloadwaittime;
209        COUT(2) << "RELOAD WAIT TIME SET TO " << this->reloadWaitTime_ << endl;
210    }
211
212    void Pawn::decreaseReloadCountdownTime(float dt)
213    {
214        this->reloadWaitCountdown_ -= dt;
215    }
216
217    void Pawn::setMaxShieldHealth(float maxshieldhealth)
218    {
219        this->maxShieldHealth_ = maxshieldhealth;
220    }
221
222    void Pawn::setShieldHealth(float shieldHealth)
223    {
224        this->shieldHealth_ = std::min(shieldHealth, this->maxShieldHealth_);
225    }
226
227///////////////end me
228
229    void Pawn::setHealth(float health)
230    {
231        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
232    }
233
234//////////////////me edit
235    void Pawn::damage(float damage, Pawn* originator)
236    {
237        if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
238        {
239            //share the dealt damage to the shield and the Pawn.
240            float shielddamage = damage*this->shieldAbsorption_;
241            float healthdamage = damage*(1-this->shieldAbsorption_);
242
243            // In case the shield can not take all the shield damage.
244            if (shielddamage > this->getShieldHealth())
245            {
246                healthdamage += shielddamage-this->getShieldHealth();
247                this->setShieldHealth(0);
248                COUT(3) << "### SHIELD KAPUTT ###" << endl;
249            }
250
251            else { COUT(3) << "## SHIELD : " << this->getShieldHealth() << endl; }
252
253            this->setHealth(this->health_ - healthdamage);
254
255            if (this->getShieldHealth() > 0)
256            {
257                this->setShieldHealth(this->shieldHealth_ - shielddamage);
258            }
259
260            this->lastHitOriginator_ = originator;
261
262            // play damage effect
263        }
264    }
265////////////////////end edit
266
267
268/////////////////////me override
269    void Pawn::damage(float damage, float healthdamage, float shielddamage, Pawn* originator)
270    {
271        if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
272        {
273            if (shielddamage >= this->getShieldHealth())
274            {
275                this->setShieldHealth(0);
276                this->setHealth(this->health_ - (healthdamage + damage));
277            }
278            else
279            {
280                this->setShieldHealth(this->shieldHealth_ - shielddamage);
281
282                // remove remaining shieldAbsorpton-Part of damage from shield
283                shielddamage = damage * this->shieldAbsorption_;
284                shielddamage = std::min(this->getShieldHealth(),shielddamage);
285                this->setShieldHealth(this->shieldHealth_ - shielddamage);
286
287                // set remaining damage to health
288                this->setHealth(this->health_ - (damage - shielddamage) - healthdamage);
289            }
290
291            this->lastHitOriginator_ = originator;
292
293            // play damage effect
294        }
295        COUT(3) << "neue damage-Funktion wurde aufgerufen // " << "Shield:" << this->getShieldHealth() << endl;
296    }
297
298/////////////end me
299
300
301/* HIT-Funktionen
302        Die hit-Funktionen muessen auch in src/orxonox/controllers/Controller.h angepasst werden!
303
304*/
305
306
307    void Pawn::hit(Pawn* originator, const Vector3& force, float damage)
308    {
309        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
310        {
311            this->damage(damage, originator);
312            this->setVelocity(this->getVelocity() + force);
313
314            // play hit effect
315        }
316    }
317
318/////////////me override
319    void Pawn::hit(Pawn* originator, const Vector3& force, float damage, float healthdamage, float shielddamage)
320    {
321        COUT(3) << "neue hit-Funktion wurde aufgerufen // " << std::flush;
322        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
323        {
324            this->damage(damage, healthdamage, shielddamage, originator);
325            this->setVelocity(this->getVelocity() + force);
326
327            // play hit effect
328        }
329    }
330/////////////end me
331
332    void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage)
333    {
334        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
335        {
336            this->damage(damage, originator);
337
338            if ( this->getController() )
339                this->getController()->hit(originator, contactpoint, damage);
340
341            // play hit effect
342        }
343    }
344
345/////////////me override
346    void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage, float shielddamage)
347    {
348        COUT(3) << "neue hit2-Funktion wurde aufgerufen // shielddamage: " << shielddamage << std::flush;
349        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
350        {
351            this->damage(damage, healthdamage, shielddamage, originator);
352
353            if ( this->getController() )
354                this->getController()->hit(originator, contactpoint, shielddamage);
355
356            // play hit effect
357        }
358    }
359/////////////end me
360
361    void Pawn::kill()
362    {
363        this->damage(this->health_);
364        this->death();
365    }
366
367    void Pawn::spawneffect()
368    {
369        // play spawn effect
370        if (!this->spawnparticlesource_.empty())
371        {
372            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
373            effect->setPosition(this->getPosition());
374            effect->setOrientation(this->getOrientation());
375            effect->setDestroyAfterLife(true);
376            effect->setSource(this->spawnparticlesource_);
377            effect->setLifetime(this->spawnparticleduration_);
378        }
379    }
380
381    void Pawn::death()
382    {
383        this->setHealth(1);
384        if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_))
385        {
386            // Set bAlive_ to false and wait for PawnManager to do the destruction
387            this->bAlive_ = false;
388
389            this->setDestroyWhenPlayerLeft(false);
390
391            if (this->getGametype())
392                this->getGametype()->pawnKilled(this, this->lastHitOriginator_);
393
394            if (this->getPlayer() && this->getPlayer()->getControllableEntity() == this)
395                this->getPlayer()->stopControl();
396
397            if (GameMode::isMaster())
398            {
399//                this->deathEffect();
400                this->goWithStyle();
401            }
402        }
403    }
404    void Pawn::goWithStyle()
405    {
406        this->bAlive_ = false;
407        this->setDestroyWhenPlayerLeft(false);
408
409        BigExplosion* chunk = new BigExplosion(this->getCreator());
410        chunk->setPosition(this->getPosition());
411
412    }
413    void Pawn::deatheffect()
414    {
415        // play death effect
416        {
417            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
418            effect->setPosition(this->getPosition());
419            effect->setOrientation(this->getOrientation());
420            effect->setDestroyAfterLife(true);
421            effect->setSource("Orxonox/explosion2b");
422            effect->setLifetime(4.0f);
423        }
424        {
425            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
426            effect->setPosition(this->getPosition());
427            effect->setOrientation(this->getOrientation());
428            effect->setDestroyAfterLife(true);
429            effect->setSource("Orxonox/smoke6");
430            effect->setLifetime(4.0f);
431        }
432        {
433            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
434            effect->setPosition(this->getPosition());
435            effect->setOrientation(this->getOrientation());
436            effect->setDestroyAfterLife(true);
437            effect->setSource("Orxonox/sparks");
438            effect->setLifetime(4.0f);
439        }
440        for (unsigned int i = 0; i < this->numexplosionchunks_; ++i)
441        {
442            ExplosionChunk* chunk = new ExplosionChunk(this->getCreator());
443            chunk->setPosition(this->getPosition());
444        }
445    }
446
447    void Pawn::fired(unsigned int firemode)
448    {
449        if (this->weaponSystem_)
450            this->weaponSystem_->fire(firemode);
451    }
452
453    void Pawn::reload()
454    {
455        this->bReload_ = true;
456    }
457
458    void Pawn::postSpawn()
459    {
460        this->setHealth(this->initialHealth_);
461        if (GameMode::isMaster())
462            this->spawneffect();
463    }
464
465    /* WeaponSystem:
466    *   functions load Slot, Set, Pack from XML and make sure all parent-pointers are set.
467    *   with setWeaponPack you can not just load a Pack from XML but if a Pack already exists anywhere, you can attach it.
468    *       --> e.g. Pickup-Items
469    */
470    void Pawn::addWeaponSlot(WeaponSlot * wSlot)
471    {
472        this->attach(wSlot);
473        if (this->weaponSystem_)
474            this->weaponSystem_->addWeaponSlot(wSlot);
475    }
476
477    WeaponSlot * Pawn::getWeaponSlot(unsigned int index) const
478    {
479        if (this->weaponSystem_)
480            return this->weaponSystem_->getWeaponSlot(index);
481        else
482            return 0;
483    }
484
485    void Pawn::addWeaponSet(WeaponSet * wSet)
486    {
487        if (this->weaponSystem_)
488            this->weaponSystem_->addWeaponSet(wSet);
489    }
490
491    WeaponSet * Pawn::getWeaponSet(unsigned int index) const
492    {
493        if (this->weaponSystem_)
494            return this->weaponSystem_->getWeaponSet(index);
495        else
496            return 0;
497    }
498
499    void Pawn::addWeaponPack(WeaponPack * wPack)
500    {
501        if (this->weaponSystem_)
502        {
503            this->weaponSystem_->addWeaponPack(wPack);
504            this->addedWeaponPack(wPack);
505        }
506    }
507
508    void Pawn::addWeaponPackXML(WeaponPack * wPack)
509    {
510        if (this->weaponSystem_)
511        {
512            if (!this->weaponSystem_->addWeaponPack(wPack))
513                wPack->destroy();
514            else
515                this->addedWeaponPack(wPack);
516        }
517    }
518
519    WeaponPack * Pawn::getWeaponPack(unsigned int index) const
520    {
521        if (this->weaponSystem_)
522            return this->weaponSystem_->getWeaponPack(index);
523        else
524            return 0;
525    }
526
527    //Tell the Map (RadarViewable), if this is a playership
528    void Pawn::startLocalHumanControl()
529    {
530//        SUPER(ControllableEntity, changedPlayer());
531        ControllableEntity::startLocalHumanControl();
532        this->isHumanShip_ = true;
533    }
534}
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