| 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Fabian 'x3n' Landau |
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| 24 | * Co-authors: |
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| 25 | * Simon Miescher |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #include "Pawn.h" |
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| 30 | |
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| 31 | #include <algorithm> |
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| 32 | |
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| 33 | #include "core/CoreIncludes.h" |
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| 34 | #include "core/GameMode.h" |
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| 35 | #include "core/XMLPort.h" |
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| 36 | #include "network/NetworkFunction.h" |
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| 37 | |
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| 38 | #include "infos/PlayerInfo.h" |
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| 39 | #include "controllers/Controller.h" |
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| 40 | #include "gametypes/Gametype.h" |
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| 41 | #include "graphics/ParticleSpawner.h" |
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| 42 | #include "worldentities/ExplosionChunk.h" |
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| 43 | #include "worldentities/BigExplosion.h" |
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| 44 | #include "weaponsystem/WeaponSystem.h" |
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| 45 | #include "weaponsystem/WeaponSlot.h" |
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| 46 | #include "weaponsystem/WeaponPack.h" |
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| 47 | #include "weaponsystem/WeaponSet.h" |
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| 48 | |
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| 49 | namespace orxonox |
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| 50 | { |
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| 51 | CreateFactory(Pawn); |
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| 52 | |
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| 53 | Pawn::Pawn(BaseObject* creator) |
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| 54 | : ControllableEntity(creator) |
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| 55 | , RadarViewable(creator, static_cast<WorldEntity*>(this)) |
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| 56 | { |
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| 57 | RegisterObject(Pawn); |
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| 58 | |
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| 59 | this->bAlive_ = true; |
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| 60 | this->bReload_ = false; |
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| 61 | |
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| 62 | this->health_ = 0; |
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| 63 | this->maxHealth_ = 0; |
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| 64 | this->initialHealth_ = 0; |
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| 65 | |
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| 66 | this->shieldHealth_ = 0; |
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| 67 | this->initialShieldHealth_ = 0; |
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| 68 | this->maxShieldHealth_ = 100; //otherwise shield might increase to float_max |
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| 69 | this->shieldAbsorption_ = 0.5; |
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| 70 | |
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| 71 | this->reloadRate_ = 0; |
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| 72 | this->reloadWaitTime_ = 1.0f; |
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| 73 | this->reloadWaitCountdown_ = 0; |
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| 74 | |
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| 75 | this->lastHitOriginator_ = 0; |
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| 76 | |
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| 77 | this->spawnparticleduration_ = 3.0f; |
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| 78 | |
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| 79 | this->aimPosition_ = Vector3::ZERO; |
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| 80 | |
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| 81 | if (GameMode::isMaster()) |
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| 82 | { |
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| 83 | this->weaponSystem_ = new WeaponSystem(this); |
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| 84 | this->weaponSystem_->setPawn(this); |
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| 85 | } |
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| 86 | else |
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| 87 | this->weaponSystem_ = 0; |
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| 88 | |
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| 89 | this->setRadarObjectColour(ColourValue::Red); |
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| 90 | this->setRadarObjectShape(RadarViewable::Dot); |
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| 91 | |
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| 92 | this->registerVariables(); |
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| 93 | |
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| 94 | this->isHumanShip_ = this->hasLocalController(); |
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| 95 | |
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| 96 | this->setSyncMode(ObjectDirection::Bidirectional); // needed to synchronise e.g. aimposition |
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| 97 | } |
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| 98 | |
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| 99 | Pawn::~Pawn() |
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| 100 | { |
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| 101 | if (this->isInitialized()) |
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| 102 | { |
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| 103 | if (this->weaponSystem_) |
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| 104 | this->weaponSystem_->destroy(); |
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| 105 | } |
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| 106 | } |
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| 107 | |
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| 108 | void Pawn::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 109 | { |
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| 110 | SUPER(Pawn, XMLPort, xmlelement, mode); |
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| 111 | |
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| 112 | XMLPortParam(Pawn, "health", setHealth, getHealth, xmlelement, mode).defaultValues(100); |
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| 113 | XMLPortParam(Pawn, "maxhealth", setMaxHealth, getMaxHealth, xmlelement, mode).defaultValues(200); |
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| 114 | XMLPortParam(Pawn, "initialhealth", setInitialHealth, getInitialHealth, xmlelement, mode).defaultValues(100); |
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| 115 | |
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| 116 | XMLPortParam(Pawn, "shieldhealth", setShieldHealth, getShieldHealth, xmlelement, mode).defaultValues(0); |
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| 117 | XMLPortParam(Pawn, "initialshieldhealth", setInitialShieldHealth, getInitialShieldHealth, xmlelement, mode).defaultValues(0); |
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| 118 | XMLPortParam(Pawn, "maxshieldhealth", setMaxShieldHealth, getMaxShieldHealth, xmlelement, mode).defaultValues(100); |
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| 119 | XMLPortParam(Pawn, "shieldabsorption", setShieldAbsorption, getShieldAbsorption, xmlelement, mode).defaultValues(0); |
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| 120 | |
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| 121 | XMLPortParam(Pawn, "spawnparticlesource", setSpawnParticleSource, getSpawnParticleSource, xmlelement, mode); |
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| 122 | XMLPortParam(Pawn, "spawnparticleduration", setSpawnParticleDuration, getSpawnParticleDuration, xmlelement, mode).defaultValues(3.0f); |
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| 123 | XMLPortParam(Pawn, "explosionchunks", setExplosionChunks, getExplosionChunks, xmlelement, mode).defaultValues(7); |
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| 124 | |
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| 125 | XMLPortObject(Pawn, WeaponSlot, "weaponslots", addWeaponSlot, getWeaponSlot, xmlelement, mode); |
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| 126 | XMLPortObject(Pawn, WeaponSet, "weaponsets", addWeaponSet, getWeaponSet, xmlelement, mode); |
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| 127 | XMLPortObject(Pawn, WeaponPack, "weapons", addWeaponPackXML, getWeaponPack, xmlelement, mode); |
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| 128 | |
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| 129 | XMLPortParam(Pawn, "reloadrate", setReloadRate, getReloadRate, xmlelement, mode).defaultValues(0); |
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| 130 | XMLPortParam(Pawn, "reloadwaittime", setReloadWaitTime, getReloadWaitTime, xmlelement, mode).defaultValues(1.0f); |
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| 131 | } |
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| 132 | |
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| 133 | void Pawn::registerVariables() |
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| 134 | { |
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| 135 | registerVariable(this->bAlive_, VariableDirection::ToClient); |
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| 136 | registerVariable(this->health_, VariableDirection::ToClient); |
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| 137 | registerVariable(this->maxHealth_, VariableDirection::ToClient); |
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| 138 | registerVariable(this->shieldHealth_, VariableDirection::ToClient); |
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| 139 | registerVariable(this->maxShieldHealth_, VariableDirection::ToClient); |
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| 140 | registerVariable(this->shieldAbsorption_, VariableDirection::ToClient); |
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| 141 | registerVariable(this->bReload_, VariableDirection::ToServer); |
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| 142 | registerVariable(this->aimPosition_, VariableDirection::ToServer); // For the moment this variable gets only transfered to the server |
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| 143 | } |
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| 144 | |
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| 145 | void Pawn::tick(float dt) |
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| 146 | { |
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| 147 | SUPER(Pawn, tick, dt); |
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| 148 | |
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| 149 | this->bReload_ = false; |
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| 150 | |
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| 151 | // TODO: use the existing timer functions instead |
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| 152 | if(this->reloadWaitCountdown_ > 0) |
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| 153 | { |
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| 154 | this->decreaseReloadCountdownTime(dt); |
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| 155 | } |
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| 156 | else |
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| 157 | { |
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| 158 | this->addShieldHealth(this->getReloadRate() * dt); |
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| 159 | this->resetReloadCountdown(); |
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| 160 | } |
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| 161 | |
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| 162 | if (GameMode::isMaster()) |
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| 163 | { |
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| 164 | if (this->health_ <= 0 && bAlive_) |
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| 165 | { |
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| 166 | this->fireEvent(); // Event to notify anyone who wants to know about the death. |
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| 167 | this->death(); |
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| 168 | } |
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| 169 | } |
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| 170 | } |
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| 171 | |
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| 172 | void Pawn::preDestroy() |
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| 173 | { |
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| 174 | // yay, multiple inheritance! |
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| 175 | this->ControllableEntity::preDestroy(); |
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| 176 | this->PickupCarrier::preDestroy(); |
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| 177 | } |
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| 178 | |
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| 179 | void Pawn::setPlayer(PlayerInfo* player) |
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| 180 | { |
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| 181 | ControllableEntity::setPlayer(player); |
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| 182 | |
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| 183 | if (this->getGametype()) |
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| 184 | this->getGametype()->playerStartsControllingPawn(player, this); |
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| 185 | } |
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| 186 | |
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| 187 | void Pawn::removePlayer() |
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| 188 | { |
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| 189 | if (this->getGametype()) |
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| 190 | this->getGametype()->playerStopsControllingPawn(this->getPlayer(), this); |
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| 191 | |
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| 192 | ControllableEntity::removePlayer(); |
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| 193 | } |
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| 194 | |
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| 195 | |
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| 196 | void Pawn::setHealth(float health) |
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| 197 | { |
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| 198 | 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 |
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| 199 | } |
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| 200 | |
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| 201 | void Pawn::setShieldHealth(float shieldHealth) |
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| 202 | { |
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| 203 | this->shieldHealth_ = std::min(shieldHealth, this->maxShieldHealth_); |
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| 204 | } |
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| 205 | |
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| 206 | void Pawn::setMaxShieldHealth(float maxshieldhealth) |
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| 207 | { |
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| 208 | this->maxShieldHealth_ = maxshieldhealth; |
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| 209 | } |
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| 210 | |
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| 211 | void Pawn::setReloadRate(float reloadrate) |
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| 212 | { |
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| 213 | this->reloadRate_ = reloadrate; |
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| 214 | } |
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| 215 | |
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| 216 | void Pawn::setReloadWaitTime(float reloadwaittime) |
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| 217 | { |
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| 218 | this->reloadWaitTime_ = reloadwaittime; |
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| 219 | } |
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| 220 | |
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| 221 | void Pawn::decreaseReloadCountdownTime(float dt) |
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| 222 | { |
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| 223 | this->reloadWaitCountdown_ -= dt; |
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| 224 | } |
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| 225 | |
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| 226 | void Pawn::damage(float damage, float healthdamage, float shielddamage, Pawn* originator) |
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| 227 | { |
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| 228 | if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator)) |
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| 229 | { |
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| 230 | if (shielddamage >= this->getShieldHealth()) |
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| 231 | { |
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| 232 | this->setShieldHealth(0); |
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| 233 | this->setHealth(this->health_ - (healthdamage + damage)); |
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| 234 | } |
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| 235 | else |
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| 236 | { |
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| 237 | this->setShieldHealth(this->shieldHealth_ - shielddamage); |
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| 238 | |
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| 239 | // remove remaining shieldAbsorpton-Part of damage from shield |
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| 240 | shielddamage = damage * this->shieldAbsorption_; |
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| 241 | shielddamage = std::min(this->getShieldHealth(),shielddamage); |
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| 242 | this->setShieldHealth(this->shieldHealth_ - shielddamage); |
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| 243 | |
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| 244 | // set remaining damage to health |
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| 245 | this->setHealth(this->health_ - (damage - shielddamage) - healthdamage); |
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| 246 | } |
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| 247 | |
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| 248 | this->lastHitOriginator_ = originator; |
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| 249 | } |
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| 250 | } |
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| 251 | |
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| 252 | // TODO: Still valid? |
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| 253 | /* HIT-Funktionen |
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| 254 | Die hit-Funktionen muessen auch in src/orxonox/controllers/Controller.h angepasst werden! (Visuelle Effekte) |
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| 255 | |
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| 256 | */ |
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| 257 | void Pawn::hit(Pawn* originator, const Vector3& force, float damage, float healthdamage, float shielddamage) |
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| 258 | { |
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| 259 | if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) ) |
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| 260 | { |
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| 261 | this->damage(damage, healthdamage, shielddamage, originator); |
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| 262 | this->setVelocity(this->getVelocity() + force); |
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| 263 | } |
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| 264 | } |
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| 265 | |
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| 266 | |
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| 267 | void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage, float shielddamage) |
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| 268 | { |
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| 269 | if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) ) |
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| 270 | { |
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| 271 | this->damage(damage, healthdamage, shielddamage, originator); |
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| 272 | |
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| 273 | if ( this->getController() ) |
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| 274 | this->getController()->hit(originator, contactpoint, damage); // changed to damage, why shielddamage? |
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| 275 | } |
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| 276 | } |
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| 277 | |
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| 278 | |
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| 279 | void Pawn::kill() |
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| 280 | { |
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| 281 | this->damage(this->health_); |
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| 282 | this->death(); |
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| 283 | } |
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| 284 | |
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| 285 | void Pawn::spawneffect() |
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| 286 | { |
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| 287 | // play spawn effect |
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| 288 | if (!this->spawnparticlesource_.empty()) |
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| 289 | { |
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| 290 | ParticleSpawner* effect = new ParticleSpawner(this->getCreator()); |
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| 291 | effect->setPosition(this->getPosition()); |
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| 292 | effect->setOrientation(this->getOrientation()); |
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| 293 | effect->setDestroyAfterLife(true); |
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| 294 | effect->setSource(this->spawnparticlesource_); |
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| 295 | effect->setLifetime(this->spawnparticleduration_); |
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| 296 | } |
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| 297 | } |
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| 298 | |
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| 299 | void Pawn::death() |
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| 300 | { |
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| 301 | this->setHealth(1); |
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| 302 | if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_)) |
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| 303 | { |
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| 304 | // Set bAlive_ to false and wait for PawnManager to do the destruction |
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| 305 | this->bAlive_ = false; |
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| 306 | |
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| 307 | this->setDestroyWhenPlayerLeft(false); |
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| 308 | |
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| 309 | if (this->getGametype()) |
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| 310 | this->getGametype()->pawnKilled(this, this->lastHitOriginator_); |
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| 311 | |
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| 312 | if (this->getPlayer() && this->getPlayer()->getControllableEntity() == this) |
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| 313 | this->getPlayer()->stopControl(); |
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| 314 | |
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| 315 | if (GameMode::isMaster()) |
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| 316 | { |
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| 317 | // this->deathEffect(); |
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| 318 | this->goWithStyle(); |
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| 319 | } |
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| 320 | } |
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| 321 | } |
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| 322 | void Pawn::goWithStyle() |
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| 323 | { |
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| 324 | this->bAlive_ = false; |
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| 325 | this->setDestroyWhenPlayerLeft(false); |
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| 326 | |
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| 327 | BigExplosion* chunk = new BigExplosion(this->getCreator()); |
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| 328 | chunk->setPosition(this->getPosition()); |
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| 329 | |
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| 330 | } |
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| 331 | void Pawn::deatheffect() |
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| 332 | { |
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| 333 | // play death effect |
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| 334 | { |
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| 335 | ParticleSpawner* effect = new ParticleSpawner(this->getCreator()); |
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| 336 | effect->setPosition(this->getPosition()); |
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| 337 | effect->setOrientation(this->getOrientation()); |
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| 338 | effect->setDestroyAfterLife(true); |
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| 339 | effect->setSource("Orxonox/explosion2b"); |
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| 340 | effect->setLifetime(4.0f); |
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| 341 | } |
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| 342 | { |
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| 343 | ParticleSpawner* effect = new ParticleSpawner(this->getCreator()); |
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| 344 | effect->setPosition(this->getPosition()); |
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| 345 | effect->setOrientation(this->getOrientation()); |
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| 346 | effect->setDestroyAfterLife(true); |
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| 347 | effect->setSource("Orxonox/smoke6"); |
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| 348 | effect->setLifetime(4.0f); |
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| 349 | } |
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| 350 | { |
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| 351 | ParticleSpawner* effect = new ParticleSpawner(this->getCreator()); |
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| 352 | effect->setPosition(this->getPosition()); |
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| 353 | effect->setOrientation(this->getOrientation()); |
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| 354 | effect->setDestroyAfterLife(true); |
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| 355 | effect->setSource("Orxonox/sparks"); |
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| 356 | effect->setLifetime(4.0f); |
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| 357 | } |
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| 358 | for (unsigned int i = 0; i < this->numexplosionchunks_; ++i) |
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| 359 | { |
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| 360 | ExplosionChunk* chunk = new ExplosionChunk(this->getCreator()); |
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| 361 | chunk->setPosition(this->getPosition()); |
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| 362 | } |
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| 363 | } |
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| 364 | |
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| 365 | void Pawn::fired(unsigned int firemode) |
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| 366 | { |
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| 367 | if (this->weaponSystem_) |
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| 368 | this->weaponSystem_->fire(firemode); |
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| 369 | } |
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| 370 | |
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| 371 | void Pawn::reload() |
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| 372 | { |
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| 373 | this->bReload_ = true; |
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| 374 | } |
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| 375 | |
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| 376 | void Pawn::postSpawn() |
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| 377 | { |
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| 378 | this->setHealth(this->initialHealth_); |
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| 379 | if (GameMode::isMaster()) |
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| 380 | this->spawneffect(); |
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| 381 | } |
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| 382 | |
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| 383 | /* WeaponSystem: |
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| 384 | * functions load Slot, Set, Pack from XML and make sure all parent-pointers are set. |
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| 385 | * with setWeaponPack you can not just load a Pack from XML but if a Pack already exists anywhere, you can attach it. |
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| 386 | * --> e.g. Pickup-Items |
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| 387 | */ |
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| 388 | void Pawn::addWeaponSlot(WeaponSlot * wSlot) |
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| 389 | { |
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| 390 | this->attach(wSlot); |
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| 391 | if (this->weaponSystem_) |
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| 392 | this->weaponSystem_->addWeaponSlot(wSlot); |
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| 393 | } |
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| 394 | |
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| 395 | WeaponSlot * Pawn::getWeaponSlot(unsigned int index) const |
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| 396 | { |
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| 397 | if (this->weaponSystem_) |
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| 398 | return this->weaponSystem_->getWeaponSlot(index); |
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| 399 | else |
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| 400 | return 0; |
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| 401 | } |
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| 402 | |
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| 403 | void Pawn::addWeaponSet(WeaponSet * wSet) |
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| 404 | { |
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| 405 | if (this->weaponSystem_) |
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| 406 | this->weaponSystem_->addWeaponSet(wSet); |
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| 407 | } |
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| 408 | |
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| 409 | WeaponSet * Pawn::getWeaponSet(unsigned int index) const |
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| 410 | { |
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| 411 | if (this->weaponSystem_) |
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| 412 | return this->weaponSystem_->getWeaponSet(index); |
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| 413 | else |
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| 414 | return 0; |
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| 415 | } |
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| 416 | |
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| 417 | void Pawn::addWeaponPack(WeaponPack * wPack) |
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| 418 | { |
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| 419 | if (this->weaponSystem_) |
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| 420 | { |
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| 421 | this->weaponSystem_->addWeaponPack(wPack); |
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| 422 | this->addedWeaponPack(wPack); |
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| 423 | } |
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| 424 | } |
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| 425 | |
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| 426 | void Pawn::addWeaponPackXML(WeaponPack * wPack) |
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| 427 | { |
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| 428 | if (this->weaponSystem_) |
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| 429 | { |
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| 430 | if (!this->weaponSystem_->addWeaponPack(wPack)) |
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| 431 | wPack->destroy(); |
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| 432 | else |
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| 433 | this->addedWeaponPack(wPack); |
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| 434 | } |
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| 435 | } |
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| 436 | |
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| 437 | WeaponPack * Pawn::getWeaponPack(unsigned int index) const |
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| 438 | { |
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| 439 | if (this->weaponSystem_) |
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| 440 | return this->weaponSystem_->getWeaponPack(index); |
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| 441 | else |
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| 442 | return 0; |
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| 443 | } |
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| 444 | |
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| 445 | //Tell the Map (RadarViewable), if this is a playership |
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| 446 | void Pawn::startLocalHumanControl() |
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| 447 | { |
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| 448 | // SUPER(ControllableEntity, changedPlayer()); |
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| 449 | ControllableEntity::startLocalHumanControl(); |
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| 450 | this->isHumanShip_ = true; |
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| 451 | } |
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| 452 | |
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| 453 | void Pawn::changedActivity(void) |
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| 454 | { |
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| 455 | SUPER(Pawn, changedActivity); |
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| 456 | |
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| 457 | this->setRadarVisibility(this->isActive()); |
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| 458 | } |
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| 459 | |
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| 460 | void Pawn::changedVisibility(void) |
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| 461 | { |
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| 462 | SUPER(Pawn, changedVisibility); |
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| 463 | //this->setVisible(this->isVisible()); |
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| 464 | this->setRadarVisibility(this->isVisible()); |
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| 465 | } |
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| 466 | |
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| 467 | } |
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