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source: code/branches/sound2/src/orxonox/objects/worldentities/pawns/Pawn.cc @ 3050

Last change on this file since 3050 was 2904, checked in by scheusso, 16 years ago

reverted changes from 2902

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "OrxonoxStableHeaders.h"
30#include "Pawn.h"
31
32#include "core/GameMode.h"
33#include "core/CoreIncludes.h"
34#include "core/XMLPort.h"
35#include "util/Math.h"
36#include "PawnManager.h"
37#include "objects/infos/PlayerInfo.h"
38#include "objects/gametypes/Gametype.h"
39#include "objects/worldentities/ParticleSpawner.h"
40#include "objects/worldentities/ExplosionChunk.h"
41
42namespace orxonox
43{
44    CreateFactory(Pawn);
45
46    Pawn::Pawn(BaseObject* creator) : ControllableEntity(creator)
47    {
48        RegisterObject(Pawn);
49
50        PawnManager::touch();
51        this->bAlive_ = true;
52        this->fire_ = 0x0;
53        this->firehack_ = 0x0;
54
55        this->health_ = 0;
56        this->maxHealth_ = 0;
57        this->initialHealth_ = 0;
58
59        this->lastHitOriginator_ = 0;
60
61        this->spawnparticleduration_ = 3.0f;
62
63        this->getPickUp().setPlayer(this);
64
65        if (GameMode::isMaster())
66        {
67            this->weaponSystem_ = new WeaponSystem(this);
68            this->weaponSystem_->setParentPawn(this);
69        }
70        else
71            this->weaponSystem_ = 0;
72
73        this->setRadarObjectColour(ColourValue::Red);
74        this->setRadarObjectShape(RadarViewable::Dot);
75
76        this->registerVariables();
77    }
78
79    Pawn::~Pawn()
80    {
81        if (this->isInitialized())
82        {
83            for (ObjectList<PawnListener>::iterator it = ObjectList<PawnListener>::begin(); it != ObjectList<PawnListener>::end(); ++it)
84                it->destroyedPawn(this);
85
86            if (this->weaponSystem_)
87                delete this->weaponSystem_;
88        }
89    }
90
91    void Pawn::XMLPort(Element& xmlelement, XMLPort::Mode mode)
92    {
93        SUPER(Pawn, XMLPort, xmlelement, mode);
94
95        XMLPortParam(Pawn, "health", setHealth, getHealth, xmlelement, mode).defaultValues(100);
96        XMLPortParam(Pawn, "maxhealth", setMaxHealth, getMaxHealth, xmlelement, mode).defaultValues(200);
97        XMLPortParam(Pawn, "initialhealth", setInitialHealth, getInitialHealth, xmlelement, mode).defaultValues(100);
98        XMLPortParam(Pawn, "spawnparticlesource", setSpawnParticleSource, getSpawnParticleSource, xmlelement, mode);
99        XMLPortParam(Pawn, "spawnparticleduration", setSpawnParticleDuration, getSpawnParticleDuration, xmlelement, mode).defaultValues(3.0f);
100        XMLPortParam(Pawn, "explosionchunks", setExplosionChunks, getExplosionChunks, xmlelement, mode).defaultValues(7);
101
102        XMLPortObject(Pawn, WeaponSlot, "weaponslots", setWeaponSlot, getWeaponSlot, xmlelement, mode);
103        XMLPortObject(Pawn, WeaponSet, "weaponsets", setWeaponSet, getWeaponSet, xmlelement, mode);
104        XMLPortObject(Pawn, WeaponPack, "weapons", setWeaponPack, getWeaponPack, xmlelement, mode);
105    }
106
107    void Pawn::registerVariables()
108    {
109        registerVariable(this->bAlive_,        variableDirection::toclient);
110        registerVariable(this->health_,        variableDirection::toclient);
111        registerVariable(this->initialHealth_, variableDirection::toclient);
112        registerVariable(this->fire_,          variableDirection::toserver);
113    }
114
115    void Pawn::tick(float dt)
116    {
117        SUPER(Pawn, tick, dt);
118
119        if (this->weaponSystem_)
120        {
121            if (this->fire_ & WeaponMode::fire)
122                this->weaponSystem_->fire(WeaponMode::fire);
123            if (this->fire_ & WeaponMode::altFire)
124                this->weaponSystem_->fire(WeaponMode::altFire);
125            if (this->fire_ & WeaponMode::altFire2)
126                this->weaponSystem_->fire(WeaponMode::altFire2);
127        }
128        this->fire_ = this->firehack_;
129        this->firehack_ = 0x0;
130
131        if (this->health_ <= 0)
132            this->death();
133    }
134
135    void Pawn::setPlayer(PlayerInfo* player)
136    {
137        ControllableEntity::setPlayer(player);
138
139        if (this->getGametype())
140            this->getGametype()->playerStartsControllingPawn(player, this);
141    }
142
143    void Pawn::removePlayer()
144    {
145        if (this->getGametype())
146            this->getGametype()->playerStopsControllingPawn(this->getPlayer(), this);
147
148        ControllableEntity::removePlayer();
149    }
150
151    void Pawn::setHealth(float health)
152    {
153        this->health_ = min(health, this->maxHealth_);
154    }
155
156    void Pawn::damage(float damage, Pawn* originator)
157    {
158        if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
159        {
160            this->setHealth(this->health_ - damage);
161            this->lastHitOriginator_ = originator;
162
163            // play damage effect
164        }
165    }
166
167    void Pawn::hit(Pawn* originator, const Vector3& force, float damage)
168    {
169        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator))
170        {
171            this->damage(damage, originator);
172            this->setVelocity(this->getVelocity() + force);
173
174            // play hit effect
175        }
176    }
177
178    void Pawn::kill()
179    {
180        this->damage(this->health_);
181        this->death();
182    }
183
184    void Pawn::spawneffect()
185    {
186        // play spawn effect
187        if (this->spawnparticlesource_ != "")
188        {
189            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
190            effect->setPosition(this->getPosition());
191            effect->setOrientation(this->getOrientation());
192            effect->setDestroyAfterLife(true);
193            effect->setSource(this->spawnparticlesource_);
194            effect->setLifetime(this->spawnparticleduration_);
195        }
196    }
197
198    void Pawn::death()
199    {
200        if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_))
201        {
202            // Set bAlive_ to false and wait for PawnManager to do the destruction
203            this->bAlive_ = false;
204
205            this->setDestroyWhenPlayerLeft(false);
206
207            if (this->getGametype())
208                this->getGametype()->pawnKilled(this, this->lastHitOriginator_);
209
210            if (this->getPlayer())
211                this->getPlayer()->stopControl(this);
212
213            if (GameMode::isMaster())
214                this->deatheffect();
215        }
216        else
217            this->setHealth(1);
218    }
219
220    void Pawn::deatheffect()
221    {
222        // play death effect
223        {
224            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
225            effect->setPosition(this->getPosition());
226            effect->setOrientation(this->getOrientation());
227            effect->setDestroyAfterLife(true);
228            effect->setSource("Orxonox/explosion2b");
229            effect->setLifetime(4.0f);
230        }
231        {
232            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
233            effect->setPosition(this->getPosition());
234            effect->setOrientation(this->getOrientation());
235            effect->setDestroyAfterLife(true);
236            effect->setSource("Orxonox/smoke6");
237            effect->setLifetime(4.0f);
238        }
239        {
240            ParticleSpawner* effect = new ParticleSpawner(this->getCreator());
241            effect->setPosition(this->getPosition());
242            effect->setOrientation(this->getOrientation());
243            effect->setDestroyAfterLife(true);
244            effect->setSource("Orxonox/sparks");
245            effect->setLifetime(4.0f);
246        }
247        for (unsigned int i = 0; i < this->numexplosionchunks_; ++i)
248        {
249            ExplosionChunk* chunk = new ExplosionChunk(this->getCreator());
250            chunk->setPosition(this->getPosition());
251        }
252    }
253
254    void Pawn::fire(WeaponMode::Enum fireMode)
255    {
256        this->firehack_ |= fireMode;
257    }
258
259    void Pawn::postSpawn()
260    {
261        this->setHealth(this->initialHealth_);
262        if (GameMode::isMaster())
263            this->spawneffect();
264    }
265
266    void Pawn::dropItems()
267    {
268        pickUp.eraseAll();
269    }
270
271
272    /* WeaponSystem:
273    *   functions load Slot, Set, Pack from XML and make sure all parent-pointers are set.
274    *   with setWeaponPack you can not just load a Pack from XML but if a Pack already exists anywhere, you can attach it.
275    *       --> e.g. Pickup-Items
276    */
277    void Pawn::setWeaponSlot(WeaponSlot * wSlot)
278    {
279        this->attach(wSlot);
280        if (this->weaponSystem_)
281            this->weaponSystem_->attachWeaponSlot(wSlot);
282    }
283
284    WeaponSlot * Pawn::getWeaponSlot(unsigned int index) const
285    {
286        if (this->weaponSystem_)
287            return this->weaponSystem_->getWeaponSlotPointer(index);
288        else
289            return 0;
290    }
291
292    void Pawn::setWeaponPack(WeaponPack * wPack)
293    {
294        if (this->weaponSystem_)
295        {
296            wPack->setParentWeaponSystem(this->weaponSystem_);
297            wPack->setParentWeaponSystemToAllWeapons(this->weaponSystem_);
298            this->weaponSystem_->attachWeaponPack( wPack,wPack->getFireMode() );
299            wPack->attachNeededMunitionToAllWeapons();
300        }
301    }
302
303    WeaponPack * Pawn::getWeaponPack(unsigned int firemode) const
304    {
305        if (this->weaponSystem_)
306            return this->weaponSystem_->getWeaponPackPointer(firemode);
307        else
308            return 0;
309    }
310
311    void Pawn::setWeaponSet(WeaponSet * wSet)
312    {
313        if (this->weaponSystem_)
314            this->weaponSystem_->attachWeaponSet(wSet);
315    }
316
317    WeaponSet * Pawn::getWeaponSet(unsigned int index) const
318    {
319        if (this->weaponSystem_)
320            return this->weaponSystem_->getWeaponSetPointer(index);
321        else
322            return 0;
323    }
324
325
326    ///////////////////
327    // Pawn Listener //
328    ///////////////////
329    PawnListener::PawnListener()
330    {
331        RegisterRootObject(PawnListener);
332    }
333}
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