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 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | #include "OrxonoxStableHeaders.h" |
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30 | #include "Pawn.h" |
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31 | |
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32 | #include "core/CoreIncludes.h" |
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33 | #include "core/XMLPort.h" |
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34 | #include "util/Math.h" |
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35 | #include "objects/infos/PlayerInfo.h" |
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36 | #include "objects/gametypes/Gametype.h" |
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37 | #include "objects/weaponSystem/WeaponSystem.h" |
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38 | |
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39 | namespace orxonox |
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40 | { |
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41 | CreateFactory(Pawn); |
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42 | |
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43 | Pawn::Pawn(BaseObject* creator) : ControllableEntity(creator) |
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44 | { |
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45 | RegisterObject(Pawn); |
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46 | |
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47 | this->bAlive_ = false; |
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48 | |
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49 | this->health_ = 0; |
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50 | this->maxHealth_ = 0; |
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51 | this->initialHealth_ = 0; |
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52 | |
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53 | this->lastHitOriginator_ = 0; |
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54 | this->weaponSystem_ = 0; |
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55 | |
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56 | /* |
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57 | //WeaponSystem |
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58 | weaponSystem_ = new WeaponSystem(); |
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59 | WeaponSet * weaponSet1 = new WeaponSet(1); |
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60 | this->weaponSystem_->attachWeaponSet(weaponSet1); |
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61 | this->weaponSystem_->getWeaponSetPointer(0)->getWeaponSlotPointer(0)->setAmmoType(true); |
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62 | */ |
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63 | |
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64 | this->registerVariables(); |
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65 | } |
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66 | |
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67 | Pawn::~Pawn() |
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68 | { |
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69 | } |
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70 | |
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71 | void Pawn::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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72 | { |
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73 | SUPER(Pawn, XMLPort, xmlelement, mode); |
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74 | |
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75 | XMLPortParam(Pawn, "health", setHealth, getHealht, xmlelement, mode).defaultValues(100); |
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76 | XMLPortParam(Pawn, "maxhealth", setMaxHealth, getMaxHealth, xmlelement, mode).defaultValues(200); |
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77 | XMLPortParam(Pawn, "initialhealth", setInitialHealth, getInitialHealth, xmlelement, mode).defaultValues(100); |
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78 | } |
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79 | |
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80 | void Pawn::registerVariables() |
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81 | { |
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82 | REGISTERDATA(this->bAlive_, network::direction::toclient); |
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83 | REGISTERDATA(this->health_, network::direction::toclient); |
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84 | } |
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85 | |
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86 | void Pawn::tick(float dt) |
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87 | { |
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88 | SUPER(Pawn, tick, dt); |
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89 | |
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90 | if (this->health_ <= 0) |
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91 | this->death(); |
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92 | } |
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93 | |
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94 | void Pawn::setHealth(float health) |
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95 | { |
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96 | this->health_ = min(health, this->maxHealth_); |
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97 | } |
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98 | |
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99 | void Pawn::damage(float damage, Pawn* originator) |
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100 | { |
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101 | this->setHealth(this->health_ - damage); |
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102 | this->lastHitOriginator_ = originator; |
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103 | |
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104 | // play damage effect |
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105 | } |
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106 | |
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107 | void Pawn::hit(Pawn* originator, const Vector3& force, float damage) |
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108 | { |
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109 | this->damage(damage, originator); |
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110 | this->setVelocity(this->getVelocity() + force); |
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111 | |
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112 | // play hit effect |
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113 | } |
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114 | |
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115 | void Pawn::kill() |
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116 | { |
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117 | this->damage(this->health_); |
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118 | this->death(); |
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119 | } |
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120 | |
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121 | void Pawn::spawn() |
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122 | { |
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123 | // play spawn effect |
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124 | } |
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125 | |
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126 | void Pawn::death() |
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127 | { |
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128 | this->bAlive_ = false; |
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129 | if (this->getGametype()) |
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130 | this->getGametype()->pawnKilled(this, this->lastHitOriginator_); |
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131 | if (this->getPlayer()) |
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132 | this->getPlayer()->stopControl(this); |
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133 | |
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134 | delete this; |
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135 | |
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136 | // play death effect |
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137 | } |
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138 | |
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139 | void Pawn::fire() |
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140 | { |
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141 | if (this->weaponSystem_) |
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142 | this->weaponSystem_->fire(); |
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143 | } |
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144 | |
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145 | void Pawn::postSpawn() |
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146 | { |
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147 | this->setHealth(this->initialHealth_); |
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148 | this->spawn(); |
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149 | } |
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150 | } |
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