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source: code/branches/modularships/src/orxonox/worldentities/MovableEntity.cc @ 10066

Last change on this file since 10066 was 10011, checked in by noep, 11 years ago

Cleaned up the process passing the collisionshape which was hit to the Pawn. Started implementation of ModularSpaceShip and ShipPart.

  • Property svn:eol-style set to native
File size: 4.4 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 *      Reto Grieder
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30#include "MovableEntity.h"
31
32#include "core/CoreIncludes.h"
33#include "core/GameMode.h"
34#include "core/XMLPort.h"
35#include "core/command/Executor.h"
36#include "worldentities/pawns/Pawn.h"
37
38namespace orxonox
39{
40    static const float MAX_RESYNCHRONIZE_TIME = 3.0f;
41    static const float CONTINUOUS_SYNCHRONIZATION_TIME = 10.0f;
42
43    RegisterClass(MovableEntity);
44
45    MovableEntity::MovableEntity(Context* context) : MobileEntity(context)
46    {
47        RegisterObject(MovableEntity);
48
49        this->overwrite_position_    = Vector3::ZERO;
50        this->overwrite_orientation_ = Quaternion::IDENTITY;
51
52        this->continuousResynchroTimer_ = 0;
53
54        this->setPriority(Priority::Low);
55
56        this->registerVariables();
57    }
58
59    MovableEntity::~MovableEntity()
60    {
61        if (this->isInitialized())
62            if (this->continuousResynchroTimer_)
63                this->continuousResynchroTimer_->destroy();
64    }
65
66    void MovableEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode)
67    {
68        SUPER(MovableEntity, XMLPort, xmlelement, mode);
69
70        XMLPortParam(MovableEntity, "enablecollisiondamage", setEnableCollisionDamage, getEnableCollisionDamage, xmlelement, mode).defaultValues(false);
71        XMLPortParam(MovableEntity, "collisiondamage", setCollisionDamage, getCollisionDamage, xmlelement, mode).defaultValues(1);
72    }
73
74    bool MovableEntity::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint)
75    {
76        if (GameMode::isMaster() && enableCollisionDamage_)
77        {
78            Pawn* victim = orxonox_cast<Pawn*>(otherObject);
79            if (victim)
80            {
81                float damage = this->collisionDamage_ * (victim->getVelocity() - this->getVelocity()).length();
82                victim->hit(0, contactPoint, ownCollisionShape, damage);
83            }
84        }
85
86        return false;
87    }
88
89    void MovableEntity::registerVariables()
90    {
91        registerVariable(this->linearVelocity_,        VariableDirection::ToClient, new NetworkCallback<MovableEntity>(this, &MovableEntity::processLinearVelocity));
92        registerVariable(this->angularVelocity_,       VariableDirection::ToClient, new NetworkCallback<MovableEntity>(this, &MovableEntity::processAngularVelocity));
93
94        registerVariable(this->overwrite_position_,    VariableDirection::ToClient, new NetworkCallback<MovableEntity>(this, &MovableEntity::overwritePosition));
95        registerVariable(this->overwrite_orientation_, VariableDirection::ToClient, new NetworkCallback<MovableEntity>(this, &MovableEntity::overwriteOrientation));
96    }
97
98    void MovableEntity::clientConnected(unsigned int clientID)
99    {
100        this->resynchronizeTimer_.setTimer(rnd() * MAX_RESYNCHRONIZE_TIME, false, createExecutor(createFunctor(&MovableEntity::resynchronize, this)));
101    }
102
103    void MovableEntity::clientDisconnected(unsigned int clientID)
104    {
105    }
106
107    void MovableEntity::resynchronize()
108    {
109        if (GameMode::isMaster() && !this->continuousResynchroTimer_)
110        {
111            // Resynchronise every few seconds because we only work with velocities (no positions)
112            continuousResynchroTimer_ = new Timer(CONTINUOUS_SYNCHRONIZATION_TIME + rnd(-1, 1),
113                true, createExecutor(createFunctor(&MovableEntity::resynchronize, this)), false);
114        }
115
116        this->overwrite_position_ = this->getPosition();
117        this->overwrite_orientation_ = this->getOrientation();
118    }
119}
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