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source: code/branches/modularships/src/orxonox/worldentities/pawns/Pawn.cc @ 10002

Last change on this file since 10002 was 10002, checked in by noep, 10 years ago

Output (printing) of CollisionShape-Structure now works. It uses the btCompoundShape-structure instead of the (Orxonox)CompoundCollisionShape

  • Property svn:eol-style set to native
File size: 26.5 KB
RevLine 
[2072]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:
[8706]25 *      Simon Miescher
[2072]26 *
27 */
28
29#include "Pawn.h"
30
[3280]31#include <algorithm>
32
[3196]33#include "core/CoreIncludes.h"
[2896]34#include "core/GameMode.h"
[2072]35#include "core/XMLPort.h"
[3196]36#include "network/NetworkFunction.h"
37
[5735]38#include "infos/PlayerInfo.h"
[6417]39#include "controllers/Controller.h"
[5735]40#include "gametypes/Gametype.h"
[5737]41#include "graphics/ParticleSpawner.h"
[5735]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"
[9939]48#include "sound/WorldSound.h"
[2072]49
[9625]50#include "controllers/FormationController.h"
51
[9997]52#include "collisionshapes/WorldEntityCollisionShape.h"
[10001]53#include <BulletCollision/CollisionShapes/btCollisionShape.h>
[10002]54#include <BulletCollision/CollisionShapes/btCompoundShape.h>
[9997]55
[10002]56
[2072]57namespace orxonox
58{
[9667]59    RegisterClass(Pawn);
[2072]60
[9667]61    Pawn::Pawn(Context* context)
62        : ControllableEntity(context)
63        , RadarViewable(this, static_cast<WorldEntity*>(this))
[2072]64    {
65        RegisterObject(Pawn);
66
[2662]67        this->bAlive_ = true;
[3053]68        this->bReload_ = false;
[2072]69
70        this->health_ = 0;
71        this->maxHealth_ = 0;
72        this->initialHealth_ = 0;
[8706]73
[7163]74        this->shieldHealth_ = 0;
[8706]75        this->initialShieldHealth_ = 0;
76        this->maxShieldHealth_ = 100; //otherwise shield might increase to float_max
[7163]77        this->shieldAbsorption_ = 0.5;
[2072]78
[8706]79        this->reloadRate_ = 0;
80        this->reloadWaitTime_ = 1.0f;
81        this->reloadWaitCountdown_ = 0;
82
[2072]83        this->lastHitOriginator_ = 0;
84
[9348]85        // set damage multiplier to default value 1, meaning nominal damage
86        this->damageMultiplier_ = 1;
87
[2662]88        this->spawnparticleduration_ = 3.0f;
[2098]89
[6417]90        this->aimPosition_ = Vector3::ZERO;
91
[2896]92        if (GameMode::isMaster())
[2662]93        {
[9667]94            this->weaponSystem_ = new WeaponSystem(this->getContext());
[3053]95            this->weaponSystem_->setPawn(this);
[2662]96        }
97        else
98            this->weaponSystem_ = 0;
99
100        this->setRadarObjectColour(ColourValue::Red);
101        this->setRadarObjectShape(RadarViewable::Dot);
102
[2072]103        this->registerVariables();
[3089]104
105        this->isHumanShip_ = this->hasLocalController();
[8891]106
[8329]107        this->setSyncMode(ObjectDirection::Bidirectional); // needed to synchronise e.g. aimposition
[9939]108
109        if (GameMode::isMaster())
110        {
111            this->explosionSound_ = new WorldSound(this->getContext());
112            this->explosionSound_->setVolume(1.0f);
113        }
114        else
115        {
116            this->explosionSound_ = 0;
117        }
[2072]118    }
119
120    Pawn::~Pawn()
121    {
[2662]122        if (this->isInitialized())
123        {
124            if (this->weaponSystem_)
[5929]125                this->weaponSystem_->destroy();
[2662]126        }
[2072]127    }
128
129    void Pawn::XMLPort(Element& xmlelement, XMLPort::Mode mode)
130    {
131        SUPER(Pawn, XMLPort, xmlelement, mode);
132
[2662]133        XMLPortParam(Pawn, "health", setHealth, getHealth, xmlelement, mode).defaultValues(100);
[2072]134        XMLPortParam(Pawn, "maxhealth", setMaxHealth, getMaxHealth, xmlelement, mode).defaultValues(200);
135        XMLPortParam(Pawn, "initialhealth", setInitialHealth, getInitialHealth, xmlelement, mode).defaultValues(100);
[7163]136
137        XMLPortParam(Pawn, "shieldhealth", setShieldHealth, getShieldHealth, xmlelement, mode).defaultValues(0);
[8706]138        XMLPortParam(Pawn, "initialshieldhealth", setInitialShieldHealth, getInitialShieldHealth, xmlelement, mode).defaultValues(0);
139        XMLPortParam(Pawn, "maxshieldhealth", setMaxShieldHealth, getMaxShieldHealth, xmlelement, mode).defaultValues(100);
[7163]140        XMLPortParam(Pawn, "shieldabsorption", setShieldAbsorption, getShieldAbsorption, xmlelement, mode).defaultValues(0);
141
[2662]142        XMLPortParam(Pawn, "spawnparticlesource", setSpawnParticleSource, getSpawnParticleSource, xmlelement, mode);
143        XMLPortParam(Pawn, "spawnparticleduration", setSpawnParticleDuration, getSpawnParticleDuration, xmlelement, mode).defaultValues(3.0f);
144        XMLPortParam(Pawn, "explosionchunks", setExplosionChunks, getExplosionChunks, xmlelement, mode).defaultValues(7);
145
[3053]146        XMLPortObject(Pawn, WeaponSlot, "weaponslots", addWeaponSlot, getWeaponSlot, xmlelement, mode);
147        XMLPortObject(Pawn, WeaponSet, "weaponsets", addWeaponSet, getWeaponSet, xmlelement, mode);
[6417]148        XMLPortObject(Pawn, WeaponPack, "weapons", addWeaponPackXML, getWeaponPack, xmlelement, mode);
[8706]149
150        XMLPortParam(Pawn, "reloadrate", setReloadRate, getReloadRate, xmlelement, mode).defaultValues(0);
151        XMLPortParam(Pawn, "reloadwaittime", setReloadWaitTime, getReloadWaitTime, xmlelement, mode).defaultValues(1.0f);
[9254]152
[9939]153        XMLPortParam(Pawn, "explosionSound",  setExplosionSound,  getExplosionSound,  xmlelement, mode);
154
[9257]155        XMLPortParam ( RadarViewable, "radarname", setRadarName, getRadarName, xmlelement, mode );
[2072]156    }
157
158    void Pawn::registerVariables()
159    {
[7163]160        registerVariable(this->bAlive_,           VariableDirection::ToClient);
161        registerVariable(this->health_,           VariableDirection::ToClient);
[8706]162        registerVariable(this->maxHealth_,        VariableDirection::ToClient);
[7163]163        registerVariable(this->shieldHealth_,     VariableDirection::ToClient);
[8706]164        registerVariable(this->maxShieldHealth_,  VariableDirection::ToClient);
[7163]165        registerVariable(this->shieldAbsorption_, VariableDirection::ToClient);
166        registerVariable(this->bReload_,          VariableDirection::ToServer);
167        registerVariable(this->aimPosition_,      VariableDirection::ToServer);  // For the moment this variable gets only transfered to the server
[2072]168    }
169
170    void Pawn::tick(float dt)
171    {
[2809]172        SUPER(Pawn, tick, dt);
[2072]173
[3053]174        this->bReload_ = false;
[2662]175
[8706]176        // TODO: use the existing timer functions instead
177        if(this->reloadWaitCountdown_ > 0)
178        {
179            this->decreaseReloadCountdownTime(dt);
180        }
181        else
182        {
183            this->addShieldHealth(this->getReloadRate() * dt);
184            this->resetReloadCountdown();
185        }
186
[3084]187        if (GameMode::isMaster())
[8706]188        {
[3087]189            if (this->health_ <= 0 && bAlive_)
[6864]190            {
[8706]191                this->fireEvent(); // Event to notify anyone who wants to know about the death.
[3087]192                this->death();
[6864]193            }
[8706]194        }
[2072]195    }
196
[7889]197    void Pawn::preDestroy()
198    {
199        // yay, multiple inheritance!
200        this->ControllableEntity::preDestroy();
201        this->PickupCarrier::preDestroy();
202    }
203
[2826]204    void Pawn::setPlayer(PlayerInfo* player)
205    {
206        ControllableEntity::setPlayer(player);
207
208        if (this->getGametype())
209            this->getGametype()->playerStartsControllingPawn(player, this);
210    }
211
212    void Pawn::removePlayer()
213    {
214        if (this->getGametype())
215            this->getGametype()->playerStopsControllingPawn(this->getPlayer(), this);
216
217        ControllableEntity::removePlayer();
218    }
219
[8706]220
[2072]221    void Pawn::setHealth(float health)
222    {
[8706]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
[2072]224    }
225
[8706]226    void Pawn::setShieldHealth(float shieldHealth)
[2072]227    {
[8706]228        this->shieldHealth_ = std::min(shieldHealth, this->maxShieldHealth_);
229    }
230
231    void Pawn::setMaxShieldHealth(float maxshieldhealth)
232    {
233        this->maxShieldHealth_ = maxshieldhealth;
234    }
235
236    void Pawn::setReloadRate(float reloadrate)
237    {
238        this->reloadRate_ = reloadrate;
239    }
240
241    void Pawn::setReloadWaitTime(float reloadwaittime)
242    {
243        this->reloadWaitTime_ = reloadwaittime;
244    }
245
246    void Pawn::decreaseReloadCountdownTime(float dt)
247    {
248        this->reloadWaitCountdown_ -= dt;
249    }
250
251    void Pawn::damage(float damage, float healthdamage, float shielddamage, Pawn* originator)
252    {
[9348]253        // Applies multiplier given by the DamageBoost Pickup.
254        if (originator)
255            damage *= originator->getDamageMultiplier();
256
[2826]257        if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
258        {
[8706]259            if (shielddamage >= this->getShieldHealth())
[7163]260            {
261                this->setShieldHealth(0);
[8706]262                this->setHealth(this->health_ - (healthdamage + damage));
[7163]263            }
[8706]264            else
265            {
266                this->setShieldHealth(this->shieldHealth_ - shielddamage);
[7163]267
[8706]268                // remove remaining shieldAbsorpton-Part of damage from shield
269                shielddamage = damage * this->shieldAbsorption_;
270                shielddamage = std::min(this->getShieldHealth(),shielddamage);
271                this->setShieldHealth(this->shieldHealth_ - shielddamage);
[7163]272
[8706]273                // set remaining damage to health
274                this->setHealth(this->health_ - (damage - shielddamage) - healthdamage);
[7163]275            }
276
[2826]277            this->lastHitOriginator_ = originator;
278        }
[2072]279    }
280
[9995]281    void Pawn::customDamage(float damage, float healthdamage, float shielddamage, Pawn* originator, const btCollisionShape* cs)
282    {
[10001]283        orxout() << "damage(): Collision detected on " << this->getRadarName() << ", btCS*: " << cs << endl;
284
[9997]285        int collisionShapeIndex = this->isMyCollisionShape(cs);
286        orxout() << collisionShapeIndex << endl;
287
[9995]288        // Applies multiplier given by the DamageBoost Pickup.
289        if (originator)
290            damage *= originator->getDamageMultiplier();
291
292        if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
293        {
294            if (shielddamage >= this->getShieldHealth())
295            {
296                this->setShieldHealth(0);
297                this->setHealth(this->health_ - (healthdamage + damage));
298            }
299            else
300            {
301                this->setShieldHealth(this->shieldHealth_ - shielddamage);
302
303                // remove remaining shieldAbsorpton-Part of damage from shield
304                shielddamage = damage * this->shieldAbsorption_;
305                shielddamage = std::min(this->getShieldHealth(),shielddamage);
306                this->setShieldHealth(this->shieldHealth_ - shielddamage);
307
308                // set remaining damage to health
309                this->setHealth(this->health_ - (damage - shielddamage) - healthdamage);
310            }
311
312            this->lastHitOriginator_ = originator;
313        }
314    }
315
[8706]316// TODO: Still valid?
317/* HIT-Funktionen
318    Die hit-Funktionen muessen auch in src/orxonox/controllers/Controller.h angepasst werden! (Visuelle Effekte)
319
320*/
321    void Pawn::hit(Pawn* originator, const Vector3& force, float damage, float healthdamage, float shielddamage)
[2072]322    {
[6417]323        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
[2826]324        {
[8706]325            this->damage(damage, healthdamage, shielddamage, originator);
[2826]326            this->setVelocity(this->getVelocity() + force);
327        }
[2072]328    }
329
[9995]330    void Pawn::customHit(Pawn* originator, const Vector3& force, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage)
331    {
332        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
333        {
334            this->customDamage(damage, healthdamage, shielddamage, originator, cs);
335            this->setVelocity(this->getVelocity() + force);
336        }
337    }
[8706]338
339    void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage, float shielddamage)
[6417]340    {
341        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
342        {
[8706]343            this->damage(damage, healthdamage, shielddamage, originator);
[6417]344
345            if ( this->getController() )
[8706]346                this->getController()->hit(originator, contactpoint, damage); // changed to damage, why shielddamage?
[6417]347        }
348    }
349
[9995]350    void Pawn::customHit(Pawn* originator, btManifoldPoint& contactpoint, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage)
351    {
352        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
353        {
354            this->customDamage(damage, healthdamage, shielddamage, originator, cs);
[8706]355
[9995]356            if ( this->getController() )
357                this->getController()->hit(originator, contactpoint, damage); // changed to damage, why shielddamage?
358        }
359    }
360
361
[2072]362    void Pawn::kill()
363    {
[9945]364        this->damage(this->health_);
[2072]365        this->death();
366    }
367
[2662]368    void Pawn::spawneffect()
[2072]369    {
370        // play spawn effect
[6417]371        if (!this->spawnparticlesource_.empty())
[2662]372        {
[9667]373            ParticleSpawner* effect = new ParticleSpawner(this->getContext());
[2662]374            effect->setPosition(this->getPosition());
375            effect->setOrientation(this->getOrientation());
376            effect->setDestroyAfterLife(true);
377            effect->setSource(this->spawnparticlesource_);
378            effect->setLifetime(this->spawnparticleduration_);
379        }
[2072]380    }
381
[9625]382
[2072]383    void Pawn::death()
384    {
[3033]385        this->setHealth(1);
[2826]386        if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_))
387        {
[9945]388            // Set bAlive_ to false and wait for PawnManager to do the destruction
[2826]389            this->bAlive_ = false;
[2662]390
[2826]391            this->setDestroyWhenPlayerLeft(false);
[2662]392
[2826]393            if (this->getGametype())
394                this->getGametype()->pawnKilled(this, this->lastHitOriginator_);
[2662]395
[3038]396            if (this->getPlayer() && this->getPlayer()->getControllableEntity() == this)
[9625]397            {
[9663]398                // Start to control a new entity if you're the master of a formation
399                if(this->hasSlaves())
400                {
401                    Controller* slave = this->getSlave();
402                    ControllableEntity* entity = slave->getControllableEntity();
[2072]403
[9625]404
[9663]405                    if(!entity->hasHumanController())
406                    {
[9666]407                        // delete the AIController // <-- TODO: delete? nothing is deleted here... should we delete the controller?
[9663]408                        slave->setControllableEntity(0);
[9625]409
[9663]410                        // set a new master within the formation
411                        orxonox_cast<FormationController*>(this->getController())->setNewMasterWithinFormation(orxonox_cast<FormationController*>(slave));
[9625]412
[9663]413                        // start to control a slave
414                        this->getPlayer()->startControl(entity);
415                    }
416                    else
417                    {
418                        this->getPlayer()->stopControl();
419                    }
[9625]420
[9663]421                }
422                else
423                {
424                    this->getPlayer()->stopControl();
425                }
[9625]426            }
[2896]427            if (GameMode::isMaster())
[3087]428            {
429//                this->deathEffect();
430                this->goWithStyle();
431            }
[2826]432        }
[2662]433    }
[3087]434    void Pawn::goWithStyle()
435    {
436        this->bAlive_ = false;
437        this->setDestroyWhenPlayerLeft(false);
[2072]438
[9949]439        BigExplosion* chunk = new BigExplosion(this->getContext());
[3087]440        chunk->setPosition(this->getPosition());
[9949]441        chunk->setVelocity(this->getVelocity());
[3087]442
[9947]443        this->explosionSound_->setPosition(this->getPosition());
444        this->explosionSound_->play();
[3087]445    }
[2662]446    void Pawn::deatheffect()
447    {
[2072]448        // play death effect
[2662]449        {
[9667]450            ParticleSpawner* effect = new ParticleSpawner(this->getContext());
[2662]451            effect->setPosition(this->getPosition());
452            effect->setOrientation(this->getOrientation());
453            effect->setDestroyAfterLife(true);
454            effect->setSource("Orxonox/explosion2b");
455            effect->setLifetime(4.0f);
456        }
457        {
[9667]458            ParticleSpawner* effect = new ParticleSpawner(this->getContext());
[2662]459            effect->setPosition(this->getPosition());
460            effect->setOrientation(this->getOrientation());
461            effect->setDestroyAfterLife(true);
462            effect->setSource("Orxonox/smoke6");
463            effect->setLifetime(4.0f);
464        }
465        {
[9667]466            ParticleSpawner* effect = new ParticleSpawner(this->getContext());
[2662]467            effect->setPosition(this->getPosition());
468            effect->setOrientation(this->getOrientation());
469            effect->setDestroyAfterLife(true);
470            effect->setSource("Orxonox/sparks");
471            effect->setLifetime(4.0f);
472        }
473        for (unsigned int i = 0; i < this->numexplosionchunks_; ++i)
474        {
[9667]475            ExplosionChunk* chunk = new ExplosionChunk(this->getContext());
[2662]476            chunk->setPosition(this->getPosition());
477        }
[2072]478    }
479
[6417]480    void Pawn::fired(unsigned int firemode)
[2098]481    {
[6417]482        if (this->weaponSystem_)
483            this->weaponSystem_->fire(firemode);
[2098]484    }
485
[3053]486    void Pawn::reload()
487    {
488        this->bReload_ = true;
489    }
490
[2072]491    void Pawn::postSpawn()
492    {
493        this->setHealth(this->initialHealth_);
[2896]494        if (GameMode::isMaster())
[2662]495            this->spawneffect();
[2072]496    }
[2662]497
[2893]498    /* WeaponSystem:
499    *   functions load Slot, Set, Pack from XML and make sure all parent-pointers are set.
500    *   with setWeaponPack you can not just load a Pack from XML but if a Pack already exists anywhere, you can attach it.
501    *       --> e.g. Pickup-Items
502    */
[3053]503    void Pawn::addWeaponSlot(WeaponSlot * wSlot)
[2662]504    {
505        this->attach(wSlot);
506        if (this->weaponSystem_)
[3053]507            this->weaponSystem_->addWeaponSlot(wSlot);
[2662]508    }
509
510    WeaponSlot * Pawn::getWeaponSlot(unsigned int index) const
511    {
512        if (this->weaponSystem_)
[3053]513            return this->weaponSystem_->getWeaponSlot(index);
[2662]514        else
515            return 0;
516    }
517
[3053]518    void Pawn::addWeaponSet(WeaponSet * wSet)
[2662]519    {
520        if (this->weaponSystem_)
[3053]521            this->weaponSystem_->addWeaponSet(wSet);
[2662]522    }
523
[3053]524    WeaponSet * Pawn::getWeaponSet(unsigned int index) const
[2662]525    {
526        if (this->weaponSystem_)
[3053]527            return this->weaponSystem_->getWeaponSet(index);
[2662]528        else
529            return 0;
530    }
531
[3053]532    void Pawn::addWeaponPack(WeaponPack * wPack)
[2662]533    {
534        if (this->weaponSystem_)
[7163]535        {
[3053]536            this->weaponSystem_->addWeaponPack(wPack);
[7163]537            this->addedWeaponPack(wPack);
538        }
[2662]539    }
540
[6417]541    void Pawn::addWeaponPackXML(WeaponPack * wPack)
542    {
543        if (this->weaponSystem_)
[7163]544        {
[6417]545            if (!this->weaponSystem_->addWeaponPack(wPack))
546                wPack->destroy();
[7163]547            else
548                this->addedWeaponPack(wPack);
549        }
[6417]550    }
551
[3053]552    WeaponPack * Pawn::getWeaponPack(unsigned int index) const
[2662]553    {
554        if (this->weaponSystem_)
[3053]555            return this->weaponSystem_->getWeaponPack(index);
[2662]556        else
557            return 0;
558    }
559
[3089]560    //Tell the Map (RadarViewable), if this is a playership
561    void Pawn::startLocalHumanControl()
562    {
563//        SUPER(ControllableEntity, changedPlayer());
564        ControllableEntity::startLocalHumanControl();
565        this->isHumanShip_ = true;
566    }
[8891]567
568    void Pawn::changedVisibility(void)
569    {
570        SUPER(Pawn, changedVisibility);
[9254]571
572        // enable proper radarviewability when the visibility is changed
573        this->RadarViewable::settingsChanged();
[8891]574    }
575
[9625]576
577    // A function to check if this pawn's controller is the master of any formationcontroller
578    bool Pawn::hasSlaves()
579    {
[9663]580        for (ObjectList<FormationController>::iterator it =
581             ObjectList<FormationController>::begin();
582             it != ObjectList<FormationController>::end(); ++it )
583        {
584            // checks if the pawn's controller has a slave
585            if (this->hasHumanController() && it->getMaster() == this->getPlayer()->getController())
586                return true;
587        }
588        return false;
[9625]589    }
590
591    // A function that returns a slave of the pawn's controller
592    Controller* Pawn::getSlave(){
[9663]593        for (ObjectList<FormationController>::iterator it =
594                ObjectList<FormationController>::begin();
595                it != ObjectList<FormationController>::end(); ++it )
596        {
597            if (this->hasHumanController() && it->getMaster() == this->getPlayer()->getController())
598                return it->getController();
599        }
600        return 0;
[9625]601    }
602
603
[9939]604    void Pawn::setExplosionSound(const std::string &explosionSound)
605    {
606        if(explosionSound_ )
607            explosionSound_->setSource(explosionSound);
608        else
609            assert(0); // This should never happen, because soundpointer is only available on master
610    }
[9625]611
[9939]612    const std::string& Pawn::getExplosionSound()
613    {
614        if( explosionSound_ )
615            return explosionSound_->getSource();
616        else
617            assert(0);
618        return BLANKSTRING;
619    }
620
[9997]621    // WIP function that (once I get it working) determines to which attached entity a collisionshape belongs.
622    // Shame that this doesn't seem to work as intended. It behaves differently (different number of childshapes) every reload. D:
623    int Pawn::isMyCollisionShape(const btCollisionShape* cs)
624    {
625        // This entities WECS
626        WorldEntityCollisionShape* ownWECS = this->getWorldEntityCollisionShape();
[9939]627
[9997]628        // e.g. "Box 4: Searching for CS 0x1ad49200"
[10001]629        orxout() << this->getRadarName() << ": Searching for btCS* " << cs << endl;
[9997]630        // e.g. "Box 4 is WorldEntityCollisionShape 0x126dd060"
[10001]631        orxout() << "  " << this->getRadarName() << " is WorldEntityCollisionShape* " << ownWECS << endl;
632        // e.g. "Box 4 is btCollisionShape 0x126dd060"
633        orxout() << "  " << this->getRadarName() << " is btCollisionShape* " << ownWECS->getCollisionShape() << endl;
[9997]634        // e.g. "Box 4 is objectID 943"
635        orxout() << "  " << this->getRadarName() << " is objectID " << this->getObjectID() << endl;
636
637        // print child shapes of this WECS
[10001]638        // printChildShapes(ownWECS, 2, 0);
[10002]639        printBtChildShapes((btCompoundShape*)(ownWECS->getCollisionShape()), 2, 0);
640        // printChildShapeMap(ownWECS->getShapesMap());
[9997]641
[10001]642
[9997]643        // end
644        orxout() << "  " << this->getRadarName() << ": no matching CS found." << endl;
645        return -1;
646    }
647
648    void Pawn::printChildShapes(CompoundCollisionShape* cs, int indent, int subshape)
649    {
[10001]650        for (int i=0; i < cs->getNumChildShapes(); i++)
651        {
652            orxout() << "" << endl;
653        }
654        /*
[9997]655        // e.g. "  Childshape 1 (WECS 0x126dc8c0) has 2 childshapes:"
[10001]656        printSpaces(indent);  orxout() << "Childshape " << subshape << " (CS* " << cs << ") has " << cs->getNumChildShapes() << " childshapes:" << endl;
[9997]657
[10001]658        // e.g. "Box 4 is WorldEntityCollisionShape 0x126dd060"
659        printSpaces(indent);  orxout() << "Childshape " << subshape << " is btCollisionShape* " << cs->getCollisionShape() << endl;
660
[9997]661        for (int i=0; i < cs->getNumChildShapes(); i++)
662        {
[10001]663            printSpaces(indent+2);  orxout() << "- " << i << " - - -" << endl;
664            printSpaces(indent+2);  orxout() << "This Shape is a ";
665            if (orxonox_cast<WorldEntityCollisionShape*>(cs->getAttachedShape(i)))
666                orxout() << "WECS ";
667            if (orxonox_cast<CompoundCollisionShape*>(cs->getAttachedShape(i)))
668                orxout() << "CCS ";
669            if (orxonox_cast<CollisionShape*>(cs->getAttachedShape(i)))
670                orxout() << "CS ";
671            orxout() << endl;
672
[9997]673            // For each childshape, print:
[10001]674
675            // parentID of the CollisionShape
676            printSpaces(indent+2);  orxout() << "ParentID: " << cs->getAttachedShape(i)->getObjectID() << endl;
677
678            // parentID of the CollisionShape
679            printSpaces(indent+2);  orxout() << "ParentID: " << cs->getAttachedShape(i)->getParentID() << endl;
680
681            // parent of the CollisionShape
682            printSpaces(indent+2);  orxout() << "ParentCCS*: " << cs->getAttachedShape(i)->getParent() << endl;
683
[9997]684            // pointer to the btCollisionShape
[10001]685            printSpaces(indent+2);  orxout() << "btCollisionShape*: " << cs->getAttachedShape(i)->getCollisionShape() << endl;
[9997]686
687            // pointer to the CollisionShape
[10001]688            printSpaces(indent+2);  orxout() << "CollisionShape*: " << cs->getAttachedShape(i) << endl;
[9997]689
[10001]690            if (cs->getAttachedShape(i)->getCollisionShape() != NULL)
691            {
692                // pointer to the user of the btCollisionShape
693                printSpaces(indent+2);  orxout() << "bt: getUserPointer: " << cs->getAttachedShape(i)->getCollisionShape()->getUserPointer() << endl;
[9997]694
[10001]695                //
696                printSpaces(indent+2);  orxout() << "bt: isCompound: " << cs->getAttachedShape(i)->getCollisionShape()->isCompound() << endl;
697            }
698
[9997]699            // if the childshape is a CompoundCollisionShape, print its children.
700            if (orxonox_cast<CompoundCollisionShape*>(cs->getAttachedShape(i)))
701            {
702                printChildShapes((CompoundCollisionShape*)(cs->getAttachedShape(i)), indent+2, i);
703            }
[10002]704
705        }*/
706    }
707
708    void Pawn::printBtChildShapes(btCompoundShape* cs, int indent, int subshape)
709    {
710        // e.g. "  Childshape 1 (WECS 0x126dc8c0) has 2 childshapes:"
711        printSpaces(indent);  orxout() << "Childshape " << subshape << " (btCS* " << cs << ") has " << cs->getNumChildShapes() << " childshapes:" << endl;
712
713        for (int i=0; i < cs->getNumChildShapes(); i++)
714        {
715            printSpaces(indent+2);  orxout() << "- " << i << " - - -" << endl;
716
717            // For each childshape, print:
718
719            // pointer to the btCollisionShape
720            printSpaces(indent+2);  orxout() << "btCollisionShape*: " << cs->getChildShape(i) << endl;
721
722            // if the childshape is a CompoundCollisionShape, print its children.
723            if (cs->getChildShape(i)->isCompound())
724            {
725                printSpaces(indent+2);  orxout() << "This shape is compound." << endl;
726                printBtChildShapes((btCompoundShape*)(cs->getChildShape(i)), indent+2, i);
727            }
728
[9997]729        }
730    }
731
[10001]732    void Pawn::printChildShapeMap(std::map<CollisionShape*, btCollisionShape*> map)
733    {
734        orxout() << endl;
735    }
736
[10002]737    void Pawn::printSpaces(int num)
[9997]738    {
[10002]739        for(int i=0; i<num; i++)
[9997]740            orxout() << " ";
741    }
[2072]742}
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