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source: code/branches/presentationHS14/src/orxonox/worldentities/pawns/Pawn.cc @ 10241

Last change on this file since 10241 was 9950, checked in by landauf, 11 years ago

ParticleEmitter should be a StaticEntity just like every other graphics class. If it needs to move, attach it to a movable entity.

  • Property svn:eol-style set to native
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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#include "sound/WorldSound.h"
49
50#include "controllers/FormationController.h"
51
52namespace orxonox
53{
54    RegisterClass(Pawn);
55
56    Pawn::Pawn(Context* context)
57        : ControllableEntity(context)
58        , RadarViewable(this, static_cast<WorldEntity*>(this))
59    {
60        RegisterObject(Pawn);
61
62        this->bAlive_ = true;
63        this->bReload_ = false;
64
65        this->health_ = 0;
66        this->maxHealth_ = 0;
67        this->initialHealth_ = 0;
68
69        this->shieldHealth_ = 0;
70        this->initialShieldHealth_ = 0;
71        this->maxShieldHealth_ = 100; //otherwise shield might increase to float_max
72        this->shieldAbsorption_ = 0.5;
73
74        this->reloadRate_ = 0;
75        this->reloadWaitTime_ = 1.0f;
76        this->reloadWaitCountdown_ = 0;
77
78        this->lastHitOriginator_ = 0;
79
80        // set damage multiplier to default value 1, meaning nominal damage
81        this->damageMultiplier_ = 1;
82
83        this->spawnparticleduration_ = 3.0f;
84
85        this->aimPosition_ = Vector3::ZERO;
86
87        if (GameMode::isMaster())
88        {
89            this->weaponSystem_ = new WeaponSystem(this->getContext());
90            this->weaponSystem_->setPawn(this);
91        }
92        else
93            this->weaponSystem_ = 0;
94
95        this->setRadarObjectColour(ColourValue::Red);
96        this->setRadarObjectShape(RadarViewable::Dot);
97
98        this->registerVariables();
99
100        this->isHumanShip_ = this->hasLocalController();
101
102        this->setSyncMode(ObjectDirection::Bidirectional); // needed to synchronise e.g. aimposition
103
104        if (GameMode::isMaster())
105        {
106            this->explosionSound_ = new WorldSound(this->getContext());
107            this->explosionSound_->setVolume(1.0f);
108        }
109        else
110        {
111            this->explosionSound_ = 0;
112        }
113    }
114
115    Pawn::~Pawn()
116    {
117        if (this->isInitialized())
118        {
119            if (this->weaponSystem_)
120                this->weaponSystem_->destroy();
121        }
122    }
123
124    void Pawn::XMLPort(Element& xmlelement, XMLPort::Mode mode)
125    {
126        SUPER(Pawn, XMLPort, xmlelement, mode);
127
128        XMLPortParam(Pawn, "health", setHealth, getHealth, xmlelement, mode).defaultValues(100);
129        XMLPortParam(Pawn, "maxhealth", setMaxHealth, getMaxHealth, xmlelement, mode).defaultValues(200);
130        XMLPortParam(Pawn, "initialhealth", setInitialHealth, getInitialHealth, xmlelement, mode).defaultValues(100);
131
132        XMLPortParam(Pawn, "shieldhealth", setShieldHealth, getShieldHealth, xmlelement, mode).defaultValues(0);
133        XMLPortParam(Pawn, "initialshieldhealth", setInitialShieldHealth, getInitialShieldHealth, xmlelement, mode).defaultValues(0);
134        XMLPortParam(Pawn, "maxshieldhealth", setMaxShieldHealth, getMaxShieldHealth, xmlelement, mode).defaultValues(100);
135        XMLPortParam(Pawn, "shieldabsorption", setShieldAbsorption, getShieldAbsorption, xmlelement, mode).defaultValues(0);
136
137        XMLPortParam(Pawn, "spawnparticlesource", setSpawnParticleSource, getSpawnParticleSource, xmlelement, mode);
138        XMLPortParam(Pawn, "spawnparticleduration", setSpawnParticleDuration, getSpawnParticleDuration, xmlelement, mode).defaultValues(3.0f);
139        XMLPortParam(Pawn, "explosionchunks", setExplosionChunks, getExplosionChunks, xmlelement, mode).defaultValues(7);
140
141        XMLPortObject(Pawn, WeaponSlot, "weaponslots", addWeaponSlot, getWeaponSlot, xmlelement, mode);
142        XMLPortObject(Pawn, WeaponSet, "weaponsets", addWeaponSet, getWeaponSet, xmlelement, mode);
143        XMLPortObject(Pawn, WeaponPack, "weapons", addWeaponPackXML, getWeaponPack, xmlelement, mode);
144
145        XMLPortParam(Pawn, "reloadrate", setReloadRate, getReloadRate, xmlelement, mode).defaultValues(0);
146        XMLPortParam(Pawn, "reloadwaittime", setReloadWaitTime, getReloadWaitTime, xmlelement, mode).defaultValues(1.0f);
147
148        XMLPortParam(Pawn, "explosionSound",  setExplosionSound,  getExplosionSound,  xmlelement, mode);
149
150        XMLPortParam ( RadarViewable, "radarname", setRadarName, getRadarName, xmlelement, mode );
151    }
152
153    void Pawn::registerVariables()
154    {
155        registerVariable(this->bAlive_,           VariableDirection::ToClient);
156        registerVariable(this->health_,           VariableDirection::ToClient);
157        registerVariable(this->maxHealth_,        VariableDirection::ToClient);
158        registerVariable(this->shieldHealth_,     VariableDirection::ToClient);
159        registerVariable(this->maxShieldHealth_,  VariableDirection::ToClient);
160        registerVariable(this->shieldAbsorption_, VariableDirection::ToClient);
161        registerVariable(this->bReload_,          VariableDirection::ToServer);
162        registerVariable(this->aimPosition_,      VariableDirection::ToServer);  // For the moment this variable gets only transfered to the server
163    }
164
165    void Pawn::tick(float dt)
166    {
167        SUPER(Pawn, tick, dt);
168
169        this->bReload_ = false;
170
171        // TODO: use the existing timer functions instead
172        if(this->reloadWaitCountdown_ > 0)
173        {
174            this->decreaseReloadCountdownTime(dt);
175        }
176        else
177        {
178            this->addShieldHealth(this->getReloadRate() * dt);
179            this->resetReloadCountdown();
180        }
181
182        if (GameMode::isMaster())
183        {
184            if (this->health_ <= 0 && bAlive_)
185            {
186                this->fireEvent(); // Event to notify anyone who wants to know about the death.
187                this->death();
188            }
189        }
190    }
191
192    void Pawn::preDestroy()
193    {
194        // yay, multiple inheritance!
195        this->ControllableEntity::preDestroy();
196        this->PickupCarrier::preDestroy();
197    }
198
199    void Pawn::setPlayer(PlayerInfo* player)
200    {
201        ControllableEntity::setPlayer(player);
202
203        if (this->getGametype())
204            this->getGametype()->playerStartsControllingPawn(player, this);
205    }
206
207    void Pawn::removePlayer()
208    {
209        if (this->getGametype())
210            this->getGametype()->playerStopsControllingPawn(this->getPlayer(), this);
211
212        ControllableEntity::removePlayer();
213    }
214
215
216    void Pawn::setHealth(float health)
217    {
218        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
219    }
220
221    void Pawn::setShieldHealth(float shieldHealth)
222    {
223        this->shieldHealth_ = std::min(shieldHealth, this->maxShieldHealth_);
224    }
225
226    void Pawn::setMaxShieldHealth(float maxshieldhealth)
227    {
228        this->maxShieldHealth_ = maxshieldhealth;
229    }
230
231    void Pawn::setReloadRate(float reloadrate)
232    {
233        this->reloadRate_ = reloadrate;
234    }
235
236    void Pawn::setReloadWaitTime(float reloadwaittime)
237    {
238        this->reloadWaitTime_ = reloadwaittime;
239    }
240
241    void Pawn::decreaseReloadCountdownTime(float dt)
242    {
243        this->reloadWaitCountdown_ -= dt;
244    }
245
246    void Pawn::damage(float damage, float healthdamage, float shielddamage, Pawn* originator)
247    {
248        // Applies multiplier given by the DamageBoost Pickup.
249        if (originator)
250            damage *= originator->getDamageMultiplier();
251
252        if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
253        {
254            if (shielddamage >= this->getShieldHealth())
255            {
256                this->setShieldHealth(0);
257                this->setHealth(this->health_ - (healthdamage + damage));
258            }
259            else
260            {
261                this->setShieldHealth(this->shieldHealth_ - shielddamage);
262
263                // remove remaining shieldAbsorpton-Part of damage from shield
264                shielddamage = damage * this->shieldAbsorption_;
265                shielddamage = std::min(this->getShieldHealth(),shielddamage);
266                this->setShieldHealth(this->shieldHealth_ - shielddamage);
267
268                // set remaining damage to health
269                this->setHealth(this->health_ - (damage - shielddamage) - healthdamage);
270            }
271
272            this->lastHitOriginator_ = originator;
273        }
274    }
275
276// TODO: Still valid?
277/* HIT-Funktionen
278    Die hit-Funktionen muessen auch in src/orxonox/controllers/Controller.h angepasst werden! (Visuelle Effekte)
279
280*/
281    void Pawn::hit(Pawn* originator, const Vector3& force, float damage, float healthdamage, float shielddamage)
282    {
283        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
284        {
285            this->damage(damage, healthdamage, shielddamage, originator);
286            this->setVelocity(this->getVelocity() + force);
287        }
288    }
289
290
291    void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage, float shielddamage)
292    {
293        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
294        {
295            this->damage(damage, healthdamage, shielddamage, originator);
296
297            if ( this->getController() )
298                this->getController()->hit(originator, contactpoint, damage); // changed to damage, why shielddamage?
299        }
300    }
301
302
303    void Pawn::kill()
304    {
305        this->damage(this->health_);
306        this->death();
307    }
308
309    void Pawn::spawneffect()
310    {
311        // play spawn effect
312        if (!this->spawnparticlesource_.empty())
313        {
314            ParticleSpawner* effect = new ParticleSpawner(this->getContext());
315            effect->setPosition(this->getPosition());
316            effect->setOrientation(this->getOrientation());
317            effect->setDestroyAfterLife(true);
318            effect->setSource(this->spawnparticlesource_);
319            effect->setLifetime(this->spawnparticleduration_);
320        }
321    }
322
323
324    void Pawn::death()
325    {
326        this->setHealth(1);
327        if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_))
328        {
329            // Set bAlive_ to false and wait for PawnManager to do the destruction
330            this->bAlive_ = false;
331
332            this->setDestroyWhenPlayerLeft(false);
333
334            if (this->getGametype())
335                this->getGametype()->pawnKilled(this, this->lastHitOriginator_);
336
337            if (this->getPlayer() && this->getPlayer()->getControllableEntity() == this)
338            {
339                // Start to control a new entity if you're the master of a formation
340                if(this->hasSlaves())
341                {
342                    Controller* slave = this->getSlave();
343                    ControllableEntity* entity = slave->getControllableEntity();
344
345
346                    if(!entity->hasHumanController())
347                    {
348                        // delete the AIController // <-- TODO: delete? nothing is deleted here... should we delete the controller?
349                        slave->setControllableEntity(0);
350
351                        // set a new master within the formation
352                        orxonox_cast<FormationController*>(this->getController())->setNewMasterWithinFormation(orxonox_cast<FormationController*>(slave));
353
354                        // start to control a slave
355                        this->getPlayer()->startControl(entity);
356                    }
357                    else
358                    {
359                        this->getPlayer()->stopControl();
360                    }
361
362                }
363                else
364                {
365                    this->getPlayer()->stopControl();
366                }
367            }
368            if (GameMode::isMaster())
369            {
370//                this->deathEffect();
371                this->goWithStyle();
372            }
373        }
374    }
375    void Pawn::goWithStyle()
376    {
377        this->bAlive_ = false;
378        this->setDestroyWhenPlayerLeft(false);
379
380        BigExplosion* chunk = new BigExplosion(this->getContext());
381        chunk->setPosition(this->getPosition());
382        chunk->setVelocity(this->getVelocity());
383
384        this->explosionSound_->setPosition(this->getPosition());
385        this->explosionSound_->play();
386    }
387    void Pawn::deatheffect()
388    {
389        // play death effect
390        {
391            ParticleSpawner* effect = new ParticleSpawner(this->getContext());
392            effect->setPosition(this->getPosition());
393            effect->setOrientation(this->getOrientation());
394            effect->setDestroyAfterLife(true);
395            effect->setSource("Orxonox/explosion2b");
396            effect->setLifetime(4.0f);
397        }
398        {
399            ParticleSpawner* effect = new ParticleSpawner(this->getContext());
400            effect->setPosition(this->getPosition());
401            effect->setOrientation(this->getOrientation());
402            effect->setDestroyAfterLife(true);
403            effect->setSource("Orxonox/smoke6");
404            effect->setLifetime(4.0f);
405        }
406        {
407            ParticleSpawner* effect = new ParticleSpawner(this->getContext());
408            effect->setPosition(this->getPosition());
409            effect->setOrientation(this->getOrientation());
410            effect->setDestroyAfterLife(true);
411            effect->setSource("Orxonox/sparks");
412            effect->setLifetime(4.0f);
413        }
414        for (unsigned int i = 0; i < this->numexplosionchunks_; ++i)
415        {
416            ExplosionChunk* chunk = new ExplosionChunk(this->getContext());
417            chunk->setPosition(this->getPosition());
418        }
419    }
420
421    void Pawn::fired(unsigned int firemode)
422    {
423        if (this->weaponSystem_)
424            this->weaponSystem_->fire(firemode);
425    }
426
427    void Pawn::reload()
428    {
429        this->bReload_ = true;
430    }
431
432    void Pawn::postSpawn()
433    {
434        this->setHealth(this->initialHealth_);
435        if (GameMode::isMaster())
436            this->spawneffect();
437    }
438
439    /* WeaponSystem:
440    *   functions load Slot, Set, Pack from XML and make sure all parent-pointers are set.
441    *   with setWeaponPack you can not just load a Pack from XML but if a Pack already exists anywhere, you can attach it.
442    *       --> e.g. Pickup-Items
443    */
444    void Pawn::addWeaponSlot(WeaponSlot * wSlot)
445    {
446        this->attach(wSlot);
447        if (this->weaponSystem_)
448            this->weaponSystem_->addWeaponSlot(wSlot);
449    }
450
451    WeaponSlot * Pawn::getWeaponSlot(unsigned int index) const
452    {
453        if (this->weaponSystem_)
454            return this->weaponSystem_->getWeaponSlot(index);
455        else
456            return 0;
457    }
458
459    void Pawn::addWeaponSet(WeaponSet * wSet)
460    {
461        if (this->weaponSystem_)
462            this->weaponSystem_->addWeaponSet(wSet);
463    }
464
465    WeaponSet * Pawn::getWeaponSet(unsigned int index) const
466    {
467        if (this->weaponSystem_)
468            return this->weaponSystem_->getWeaponSet(index);
469        else
470            return 0;
471    }
472
473    void Pawn::addWeaponPack(WeaponPack * wPack)
474    {
475        if (this->weaponSystem_)
476        {
477            this->weaponSystem_->addWeaponPack(wPack);
478            this->addedWeaponPack(wPack);
479        }
480    }
481
482    void Pawn::addWeaponPackXML(WeaponPack * wPack)
483    {
484        if (this->weaponSystem_)
485        {
486            if (!this->weaponSystem_->addWeaponPack(wPack))
487                wPack->destroy();
488            else
489                this->addedWeaponPack(wPack);
490        }
491    }
492
493    WeaponPack * Pawn::getWeaponPack(unsigned int index) const
494    {
495        if (this->weaponSystem_)
496            return this->weaponSystem_->getWeaponPack(index);
497        else
498            return 0;
499    }
500
501    //Tell the Map (RadarViewable), if this is a playership
502    void Pawn::startLocalHumanControl()
503    {
504//        SUPER(ControllableEntity, changedPlayer());
505        ControllableEntity::startLocalHumanControl();
506        this->isHumanShip_ = true;
507    }
508
509    void Pawn::changedVisibility(void)
510    {
511        SUPER(Pawn, changedVisibility);
512
513        // enable proper radarviewability when the visibility is changed
514        this->RadarViewable::settingsChanged();
515    }
516
517
518    // A function to check if this pawn's controller is the master of any formationcontroller
519    bool Pawn::hasSlaves()
520    {
521        for (ObjectList<FormationController>::iterator it =
522             ObjectList<FormationController>::begin();
523             it != ObjectList<FormationController>::end(); ++it )
524        {
525            // checks if the pawn's controller has a slave
526            if (this->hasHumanController() && it->getMaster() == this->getPlayer()->getController())
527                return true;
528        }
529        return false;
530    }
531
532    // A function that returns a slave of the pawn's controller
533    Controller* Pawn::getSlave(){
534        for (ObjectList<FormationController>::iterator it =
535                ObjectList<FormationController>::begin();
536                it != ObjectList<FormationController>::end(); ++it )
537        {
538            if (this->hasHumanController() && it->getMaster() == this->getPlayer()->getController())
539                return it->getController();
540        }
541        return 0;
542    }
543
544
545    void Pawn::setExplosionSound(const std::string &explosionSound)
546    {
547        if(explosionSound_ )
548            explosionSound_->setSource(explosionSound);
549        else
550            assert(0); // This should never happen, because soundpointer is only available on master
551    }
552
553    const std::string& Pawn::getExplosionSound()
554    {
555        if( explosionSound_ )
556            return explosionSound_->getSource();
557        else
558            assert(0);
559        return BLANKSTRING;
560    }
561
562
563}
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