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source: code/branches/ppspickups3/src/orxonox/worldentities/pawns/Pawn.cc @ 6894

Last change on this file since 6894 was 6894, checked in by ebeier, 14 years ago

cout again -.-

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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) : ControllableEntity(creator)
56    {
57        RegisterObject(Pawn);
58
59        PawnManager::touch();
60        this->bAlive_ = true;
61        this->bReload_ = false;
62
63        this->health_ = 0;
64        this->maxHealth_ = 0;
65        this->initialHealth_ = 0;
66        this->shieldHealth_ = 0;
67        this->shieldAbsorption_ = 0;
68
69        this->lastHitOriginator_ = 0;
70
71        this->spawnparticleduration_ = 3.0f;
72
73        this->aimPosition_ = Vector3::ZERO;
74
75        if (GameMode::isMaster())
76        {
77            this->weaponSystem_ = new WeaponSystem(this);
78            this->weaponSystem_->setPawn(this);
79        }
80        else
81            this->weaponSystem_ = 0;
82       
83        this->setCarrierName("Pawn");
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
122    void Pawn::registerVariables()
123    {
124        registerVariable(this->bAlive_,           VariableDirection::ToClient);
125        registerVariable(this->health_,           VariableDirection::ToClient);
126        registerVariable(this->initialHealth_,    VariableDirection::ToClient);
127        registerVariable(this->shieldHealth_,     VariableDirection::ToClient);
128        registerVariable(this->shieldAbsorption_, VariableDirection::ToClient);
129        registerVariable(this->bReload_,          VariableDirection::ToServer);
130        registerVariable(this->aimPosition_,      Bidirectionality::ServerMaster, 0, true);
131    }
132
133    void Pawn::tick(float dt)
134    {
135        SUPER(Pawn, tick, dt);
136
137        this->bReload_ = false;
138
139        if (GameMode::isMaster())
140            if (this->health_ <= 0 && bAlive_)
141                this->death();
142    }
143
144    void Pawn::setPlayer(PlayerInfo* player)
145    {
146        ControllableEntity::setPlayer(player);
147
148        if (this->getGametype())
149            this->getGametype()->playerStartsControllingPawn(player, this);
150    }
151
152    void Pawn::removePlayer()
153    {
154        if (this->getGametype())
155            this->getGametype()->playerStopsControllingPawn(this->getPlayer(), this);
156
157        ControllableEntity::removePlayer();
158    }
159
160    void Pawn::setHealth(float health)
161    {
162        this->health_ = std::min(health, this->maxHealth_);
163    }
164
165    void Pawn::damage(float damage, Pawn* originator)
166    {
167        if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
168        {
169            //share the dealt damage to the shield and the Pawn.
170            float shielddamage = damage*this->shieldAbsorption_;
171            float healthdamage = damage*(1-this->shieldAbsorption_);
172           
173            // In case the shield can not take all the shield damage.
174            if (shielddamage > this->getShieldHealth()) 
175            {
176                COUT(1) << "the shield is too weak to take its share of the damage!" << std::endl;
177
178                healthdamage += shielddamage-this->getShieldHealth();
179                this->setShieldHealth(0);
180            }
181
182            this->setHealth(this->health_ - healthdamage);
183           
184            if (this->getShieldHealth() > 0)
185            {
186                this->setShieldHealth(this->shieldHealth_ - shielddamage);
187                COUT(1) << "damage" << damage  << "shieldAbsorption" << this->shieldAbsorption_ << std::endl;
188                COUT(1) << "shielddamage" << shielddamage  << "healthdamage" << healthdamage << std::endl;
189                COUT(1) << "the shield takes its share of the damage and is left with " << this->getShieldHealth() << std::endl;
190            }
191
192            this->lastHitOriginator_ = originator;
193
194            // play damage effect
195        }
196    }
197   
198    void Pawn::hit(Pawn* originator, const Vector3& force, float damage)
199    {
200        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
201        {
202            this->damage(damage, originator);
203            this->setVelocity(this->getVelocity() + force);
204
205            // play hit effect
206        }
207    }
208
209    void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage)
210    {
211        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
212        {
213            this->damage(damage, originator);
214
215            if ( this->getController() )
216                this->getController()->hit(originator, contactpoint, damage);
217
218            // play hit effect
219        }
220    }
221
222    void Pawn::kill()
223    {
224        this->damage(this->health_);
225        this->death();
226    }
227
228    void Pawn::spawneffect()
229    {
230        // play spawn effect
231        if (!this->spawnparticlesource_.empty())
232        {
233            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
234            effect->setPosition(this->getPosition());
235            effect->setOrientation(this->getOrientation());
236            effect->setDestroyAfterLife(true);
237            effect->setSource(this->spawnparticlesource_);
238            effect->setLifetime(this->spawnparticleduration_);
239        }
240    }
241
242    void Pawn::death()
243    {
244        this->setHealth(1);
245        if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_))
246        {
247            // Set bAlive_ to false and wait for PawnManager to do the destruction
248            this->bAlive_ = false;
249
250            this->setDestroyWhenPlayerLeft(false);
251
252            this->dropItems();
253
254            if (this->getGametype())
255                this->getGametype()->pawnKilled(this, this->lastHitOriginator_);
256
257            if (this->getPlayer() && this->getPlayer()->getControllableEntity() == this)
258                this->getPlayer()->stopControl();
259
260            if (GameMode::isMaster())
261            {
262//                this->deathEffect();
263                this->goWithStyle();
264            }
265        }
266    }
267    void Pawn::goWithStyle()
268    {
269        this->bAlive_ = false;
270        this->setDestroyWhenPlayerLeft(false);
271
272        BigExplosion* chunk = new BigExplosion(this->getCreator());
273        chunk->setPosition(this->getPosition());
274
275    }
276    void Pawn::deatheffect()
277    {
278        // play death effect
279        {
280            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
281            effect->setPosition(this->getPosition());
282            effect->setOrientation(this->getOrientation());
283            effect->setDestroyAfterLife(true);
284            effect->setSource("Orxonox/explosion2b");
285            effect->setLifetime(4.0f);
286        }
287        {
288            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
289            effect->setPosition(this->getPosition());
290            effect->setOrientation(this->getOrientation());
291            effect->setDestroyAfterLife(true);
292            effect->setSource("Orxonox/smoke6");
293            effect->setLifetime(4.0f);
294        }
295        {
296            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
297            effect->setPosition(this->getPosition());
298            effect->setOrientation(this->getOrientation());
299            effect->setDestroyAfterLife(true);
300            effect->setSource("Orxonox/sparks");
301            effect->setLifetime(4.0f);
302        }
303        for (unsigned int i = 0; i < this->numexplosionchunks_; ++i)
304        {
305            ExplosionChunk* chunk = new ExplosionChunk(this->getCreator());
306            chunk->setPosition(this->getPosition());
307        }
308    }
309
310    void Pawn::fired(unsigned int firemode)
311    {
312        if (this->weaponSystem_)
313            this->weaponSystem_->fire(firemode);
314    }
315
316    void Pawn::reload()
317    {
318        this->bReload_ = true;
319    }
320
321    void Pawn::postSpawn()
322    {
323        this->setHealth(this->initialHealth_);
324        if (GameMode::isMaster())
325            this->spawneffect();
326    }
327
328    /* WeaponSystem:
329    *   functions load Slot, Set, Pack from XML and make sure all parent-pointers are set.
330    *   with setWeaponPack you can not just load a Pack from XML but if a Pack already exists anywhere, you can attach it.
331    *       --> e.g. Pickup-Items
332    */
333    void Pawn::addWeaponSlot(WeaponSlot * wSlot)
334    {
335        this->attach(wSlot);
336        if (this->weaponSystem_)
337            this->weaponSystem_->addWeaponSlot(wSlot);
338    }
339
340    WeaponSlot * Pawn::getWeaponSlot(unsigned int index) const
341    {
342        if (this->weaponSystem_)
343            return this->weaponSystem_->getWeaponSlot(index);
344        else
345            return 0;
346    }
347
348    void Pawn::addWeaponSet(WeaponSet * wSet)
349    {
350        if (this->weaponSystem_)
351            this->weaponSystem_->addWeaponSet(wSet);
352    }
353
354    WeaponSet * Pawn::getWeaponSet(unsigned int index) const
355    {
356        if (this->weaponSystem_)
357            return this->weaponSystem_->getWeaponSet(index);
358        else
359            return 0;
360    }
361
362    void Pawn::addWeaponPack(WeaponPack * wPack)
363    {
364        if (this->weaponSystem_)
365            this->weaponSystem_->addWeaponPack(wPack);
366    }
367
368    void Pawn::addWeaponPackXML(WeaponPack * wPack)
369    {
370        if (this->weaponSystem_)
371            if (!this->weaponSystem_->addWeaponPack(wPack))
372                wPack->destroy();
373    }
374
375    WeaponPack * Pawn::getWeaponPack(unsigned int index) const
376    {
377        if (this->weaponSystem_)
378            return this->weaponSystem_->getWeaponPack(index);
379        else
380            return 0;
381    }
382
383    //Tell the Map (RadarViewable), if this is a playership
384    void Pawn::startLocalHumanControl()
385    {
386//        SUPER(ControllableEntity, changedPlayer());
387        ControllableEntity::startLocalHumanControl();
388        this->isHumanShip_ = true;
389    }
390}
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