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source: code/branches/presentation2012merge/src/orxonox/worldentities/pawns/Pawn.cc @ 9269

Last change on this file since 9269 was 9269, checked in by landauf, 12 years ago

merged presentation2012 to presentation2012merge

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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 *      Simon Miescher
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 "infos/PlayerInfo.h"
39#include "controllers/Controller.h"
40#include "gametypes/Gametype.h"
41#include "graphics/ParticleSpawner.h"
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"
48
49namespace orxonox
50{
51    CreateFactory(Pawn);
52
53    Pawn::Pawn(BaseObject* creator)
54        : ControllableEntity(creator)
55        , RadarViewable(creator, static_cast<WorldEntity*>(this))
56    {
57        RegisterObject(Pawn);
58
59        this->bAlive_ = true;
60        this->bReload_ = false;
61
62        this->health_ = 0;
63        this->maxHealth_ = 0;
64        this->initialHealth_ = 0;
65
66        this->shieldHealth_ = 0;
67        this->initialShieldHealth_ = 0;
68        this->maxShieldHealth_ = 100; //otherwise shield might increase to float_max
69        this->shieldAbsorption_ = 0.5;
70
71        this->reloadRate_ = 0;
72        this->reloadWaitTime_ = 1.0f;
73        this->reloadWaitCountdown_ = 0;
74
75        this->lastHitOriginator_ = 0;
76
77        // set damage multiplier to default value 1, meaning nominal damage
78        this->damageMultiplier_ = 1;
79
80        this->spawnparticleduration_ = 3.0f;
81
82        this->aimPosition_ = Vector3::ZERO;
83
84        if (GameMode::isMaster())
85        {
86            this->weaponSystem_ = new WeaponSystem(this);
87            this->weaponSystem_->setPawn(this);
88        }
89        else
90            this->weaponSystem_ = 0;
91
92        this->setRadarObjectColour(ColourValue::Red);
93        this->setRadarObjectShape(RadarViewable::Dot);
94
95        this->registerVariables();
96
97        this->isHumanShip_ = this->hasLocalController();
98
99        this->setSyncMode(ObjectDirection::Bidirectional); // needed to synchronise e.g. aimposition
100    }
101
102    Pawn::~Pawn()
103    {
104        if (this->isInitialized())
105        {
106            if (this->weaponSystem_)
107                this->weaponSystem_->destroy();
108        }
109    }
110
111    void Pawn::XMLPort(Element& xmlelement, XMLPort::Mode mode)
112    {
113        SUPER(Pawn, XMLPort, xmlelement, mode);
114
115        XMLPortParam(Pawn, "health", setHealth, getHealth, xmlelement, mode).defaultValues(100);
116        XMLPortParam(Pawn, "maxhealth", setMaxHealth, getMaxHealth, xmlelement, mode).defaultValues(200);
117        XMLPortParam(Pawn, "initialhealth", setInitialHealth, getInitialHealth, xmlelement, mode).defaultValues(100);
118
119        XMLPortParam(Pawn, "shieldhealth", setShieldHealth, getShieldHealth, xmlelement, mode).defaultValues(0);
120        XMLPortParam(Pawn, "initialshieldhealth", setInitialShieldHealth, getInitialShieldHealth, xmlelement, mode).defaultValues(0);
121        XMLPortParam(Pawn, "maxshieldhealth", setMaxShieldHealth, getMaxShieldHealth, xmlelement, mode).defaultValues(100);
122        XMLPortParam(Pawn, "shieldabsorption", setShieldAbsorption, getShieldAbsorption, xmlelement, mode).defaultValues(0);
123
124        XMLPortParam(Pawn, "spawnparticlesource", setSpawnParticleSource, getSpawnParticleSource, xmlelement, mode);
125        XMLPortParam(Pawn, "spawnparticleduration", setSpawnParticleDuration, getSpawnParticleDuration, xmlelement, mode).defaultValues(3.0f);
126        XMLPortParam(Pawn, "explosionchunks", setExplosionChunks, getExplosionChunks, xmlelement, mode).defaultValues(7);
127
128        XMLPortObject(Pawn, WeaponSlot, "weaponslots", addWeaponSlot, getWeaponSlot, xmlelement, mode);
129        XMLPortObject(Pawn, WeaponSet, "weaponsets", addWeaponSet, getWeaponSet, xmlelement, mode);
130        XMLPortObject(Pawn, WeaponPack, "weapons", addWeaponPackXML, getWeaponPack, xmlelement, mode);
131
132        XMLPortParam(Pawn, "reloadrate", setReloadRate, getReloadRate, xmlelement, mode).defaultValues(0);
133        XMLPortParam(Pawn, "reloadwaittime", setReloadWaitTime, getReloadWaitTime, xmlelement, mode).defaultValues(1.0f);
134
135        XMLPortParam ( RadarViewable, "radarname", setRadarName, getRadarName, xmlelement, mode );
136    }
137
138    void Pawn::registerVariables()
139    {
140        registerVariable(this->bAlive_,           VariableDirection::ToClient);
141        registerVariable(this->health_,           VariableDirection::ToClient);
142        registerVariable(this->maxHealth_,        VariableDirection::ToClient);
143        registerVariable(this->shieldHealth_,     VariableDirection::ToClient);
144        registerVariable(this->maxShieldHealth_,  VariableDirection::ToClient);
145        registerVariable(this->shieldAbsorption_, VariableDirection::ToClient);
146        registerVariable(this->bReload_,          VariableDirection::ToServer);
147        registerVariable(this->aimPosition_,      VariableDirection::ToServer);  // For the moment this variable gets only transfered to the server
148    }
149
150    void Pawn::tick(float dt)
151    {
152        SUPER(Pawn, tick, dt);
153
154        this->bReload_ = false;
155
156        // TODO: use the existing timer functions instead
157        if(this->reloadWaitCountdown_ > 0)
158        {
159            this->decreaseReloadCountdownTime(dt);
160        }
161        else
162        {
163            this->addShieldHealth(this->getReloadRate() * dt);
164            this->resetReloadCountdown();
165        }
166
167        if (GameMode::isMaster())
168        {
169            if (this->health_ <= 0 && bAlive_)
170            {
171                this->fireEvent(); // Event to notify anyone who wants to know about the death.
172                this->death();
173            }
174        }
175    }
176
177    void Pawn::preDestroy()
178    {
179        // yay, multiple inheritance!
180        this->ControllableEntity::preDestroy();
181        this->PickupCarrier::preDestroy();
182    }
183
184    void Pawn::setPlayer(PlayerInfo* player)
185    {
186        ControllableEntity::setPlayer(player);
187
188        if (this->getGametype())
189            this->getGametype()->playerStartsControllingPawn(player, this);
190    }
191
192    void Pawn::removePlayer()
193    {
194        if (this->getGametype())
195            this->getGametype()->playerStopsControllingPawn(this->getPlayer(), this);
196
197        ControllableEntity::removePlayer();
198    }
199
200
201    void Pawn::setHealth(float health)
202    {
203        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
204    }
205
206    void Pawn::setShieldHealth(float shieldHealth)
207    {
208        this->shieldHealth_ = std::min(shieldHealth, this->maxShieldHealth_);
209    }
210
211    void Pawn::setMaxShieldHealth(float maxshieldhealth)
212    {
213        this->maxShieldHealth_ = maxshieldhealth;
214    }
215
216    void Pawn::setReloadRate(float reloadrate)
217    {
218        this->reloadRate_ = reloadrate;
219    }
220
221    void Pawn::setReloadWaitTime(float reloadwaittime)
222    {
223        this->reloadWaitTime_ = reloadwaittime;
224    }
225
226    void Pawn::decreaseReloadCountdownTime(float dt)
227    {
228        this->reloadWaitCountdown_ -= dt;
229    }
230
231    void Pawn::damage(float damage, float healthdamage, float shielddamage, Pawn* originator)
232    {
233        //Applies multiplier given by the DamageBoost Pickup.
234        Pawn *test = dynamic_cast<Pawn *>(originator);
235        if( test != NULL )
236        {
237          damage *= originator->getDamageMultiplier();
238        }
239
240        if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
241        {
242            if (shielddamage >= this->getShieldHealth())
243            {
244                this->setShieldHealth(0);
245                this->setHealth(this->health_ - (healthdamage + damage));
246            }
247            else
248            {
249                this->setShieldHealth(this->shieldHealth_ - shielddamage);
250
251                // remove remaining shieldAbsorpton-Part of damage from shield
252                shielddamage = damage * this->shieldAbsorption_;
253                shielddamage = std::min(this->getShieldHealth(),shielddamage);
254                this->setShieldHealth(this->shieldHealth_ - shielddamage);
255
256                // set remaining damage to health
257                this->setHealth(this->health_ - (damage - shielddamage) - healthdamage);
258            }
259
260            this->lastHitOriginator_ = originator;
261        }
262    }
263
264// TODO: Still valid?
265/* HIT-Funktionen
266    Die hit-Funktionen muessen auch in src/orxonox/controllers/Controller.h angepasst werden! (Visuelle Effekte)
267
268*/
269    void Pawn::hit(Pawn* originator, const Vector3& force, float damage, float healthdamage, float shielddamage)
270    {
271        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
272        {
273            this->damage(damage, healthdamage, shielddamage, originator);
274            this->setVelocity(this->getVelocity() + force);
275        }
276    }
277
278
279    void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage, float shielddamage)
280    {
281        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
282        {
283            this->damage(damage, healthdamage, shielddamage, originator);
284
285            if ( this->getController() )
286                this->getController()->hit(originator, contactpoint, damage); // changed to damage, why shielddamage?
287        }
288    }
289
290
291    void Pawn::kill()
292    {
293        this->damage(this->health_);
294        this->death();
295    }
296
297    void Pawn::spawneffect()
298    {
299        // play spawn effect
300        if (!this->spawnparticlesource_.empty())
301        {
302            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
303            effect->setPosition(this->getPosition());
304            effect->setOrientation(this->getOrientation());
305            effect->setDestroyAfterLife(true);
306            effect->setSource(this->spawnparticlesource_);
307            effect->setLifetime(this->spawnparticleduration_);
308        }
309    }
310
311    void Pawn::death()
312    {
313        this->setHealth(1);
314        if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_))
315        {
316            // Set bAlive_ to false and wait for PawnManager to do the destruction
317            this->bAlive_ = false;
318
319            this->setDestroyWhenPlayerLeft(false);
320
321            if (this->getGametype())
322                this->getGametype()->pawnKilled(this, this->lastHitOriginator_);
323
324            if (this->getPlayer() && this->getPlayer()->getControllableEntity() == this)
325                this->getPlayer()->stopControl();
326
327            if (GameMode::isMaster())
328            {
329//                this->deathEffect();
330                this->goWithStyle();
331            }
332        }
333    }
334    void Pawn::goWithStyle()
335    {
336        this->bAlive_ = false;
337        this->setDestroyWhenPlayerLeft(false);
338
339        BigExplosion* chunk = new BigExplosion(this->getCreator());
340        chunk->setPosition(this->getPosition());
341
342    }
343    void Pawn::deatheffect()
344    {
345        // play death effect
346        {
347            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
348            effect->setPosition(this->getPosition());
349            effect->setOrientation(this->getOrientation());
350            effect->setDestroyAfterLife(true);
351            effect->setSource("Orxonox/explosion2b");
352            effect->setLifetime(4.0f);
353        }
354        {
355            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
356            effect->setPosition(this->getPosition());
357            effect->setOrientation(this->getOrientation());
358            effect->setDestroyAfterLife(true);
359            effect->setSource("Orxonox/smoke6");
360            effect->setLifetime(4.0f);
361        }
362        {
363            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
364            effect->setPosition(this->getPosition());
365            effect->setOrientation(this->getOrientation());
366            effect->setDestroyAfterLife(true);
367            effect->setSource("Orxonox/sparks");
368            effect->setLifetime(4.0f);
369        }
370        for (unsigned int i = 0; i < this->numexplosionchunks_; ++i)
371        {
372            ExplosionChunk* chunk = new ExplosionChunk(this->getCreator());
373            chunk->setPosition(this->getPosition());
374        }
375    }
376
377    void Pawn::fired(unsigned int firemode)
378    {
379        if (this->weaponSystem_)
380            this->weaponSystem_->fire(firemode);
381    }
382
383    void Pawn::reload()
384    {
385        this->bReload_ = true;
386    }
387
388    void Pawn::postSpawn()
389    {
390        this->setHealth(this->initialHealth_);
391        if (GameMode::isMaster())
392            this->spawneffect();
393    }
394
395    /* WeaponSystem:
396    *   functions load Slot, Set, Pack from XML and make sure all parent-pointers are set.
397    *   with setWeaponPack you can not just load a Pack from XML but if a Pack already exists anywhere, you can attach it.
398    *       --> e.g. Pickup-Items
399    */
400    void Pawn::addWeaponSlot(WeaponSlot * wSlot)
401    {
402        this->attach(wSlot);
403        if (this->weaponSystem_)
404            this->weaponSystem_->addWeaponSlot(wSlot);
405    }
406
407    WeaponSlot * Pawn::getWeaponSlot(unsigned int index) const
408    {
409        if (this->weaponSystem_)
410            return this->weaponSystem_->getWeaponSlot(index);
411        else
412            return 0;
413    }
414
415    void Pawn::addWeaponSet(WeaponSet * wSet)
416    {
417        if (this->weaponSystem_)
418            this->weaponSystem_->addWeaponSet(wSet);
419    }
420
421    WeaponSet * Pawn::getWeaponSet(unsigned int index) const
422    {
423        if (this->weaponSystem_)
424            return this->weaponSystem_->getWeaponSet(index);
425        else
426            return 0;
427    }
428
429    void Pawn::addWeaponPack(WeaponPack * wPack)
430    {
431        if (this->weaponSystem_)
432        {
433            this->weaponSystem_->addWeaponPack(wPack);
434            this->addedWeaponPack(wPack);
435        }
436    }
437
438    void Pawn::addWeaponPackXML(WeaponPack * wPack)
439    {
440        if (this->weaponSystem_)
441        {
442            if (!this->weaponSystem_->addWeaponPack(wPack))
443                wPack->destroy();
444            else
445                this->addedWeaponPack(wPack);
446        }
447    }
448
449    WeaponPack * Pawn::getWeaponPack(unsigned int index) const
450    {
451        if (this->weaponSystem_)
452            return this->weaponSystem_->getWeaponPack(index);
453        else
454            return 0;
455    }
456
457    //Tell the Map (RadarViewable), if this is a playership
458    void Pawn::startLocalHumanControl()
459    {
460//        SUPER(ControllableEntity, changedPlayer());
461        ControllableEntity::startLocalHumanControl();
462        this->isHumanShip_ = true;
463    }
464
465    void Pawn::changedVisibility(void)
466    {
467        SUPER(Pawn, changedVisibility);
468
469        // enable proper radarviewability when the visibility is changed
470        this->RadarViewable::settingsChanged();
471    }
472
473}
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