[2072] | 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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[2662] | 24 | * Reto Grieder |
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[2072] | 25 | * Co-authors: |
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| 26 | * ... |
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| 27 | * |
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| 28 | */ |
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| 29 | |
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| 30 | #include "OrxonoxStableHeaders.h" |
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| 31 | #include "MovableEntity.h" |
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| 32 | |
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| 33 | #include "core/CoreIncludes.h" |
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| 34 | #include "core/XMLPort.h" |
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| 35 | #include "core/Executor.h" |
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[2896] | 36 | #include "core/GameMode.h" |
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[3033] | 37 | #include "objects/worldentities/pawns/Pawn.h" |
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[2072] | 38 | |
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| 39 | namespace orxonox |
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| 40 | { |
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| 41 | static const float MAX_RESYNCHRONIZE_TIME = 3.0f; |
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[2662] | 42 | static const float CONTINUOUS_SYNCHRONIZATION_TIME = 10.0f; |
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[2072] | 43 | |
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| 44 | CreateFactory(MovableEntity); |
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| 45 | |
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[2662] | 46 | MovableEntity::MovableEntity(BaseObject* creator) : MobileEntity(creator) |
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[2072] | 47 | { |
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| 48 | RegisterObject(MovableEntity); |
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| 49 | |
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[2662] | 50 | this->overwrite_position_ = Vector3::ZERO; |
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[2072] | 51 | this->overwrite_orientation_ = Quaternion::IDENTITY; |
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| 52 | |
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[2662] | 53 | this->continuousResynchroTimer_ = 0; |
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| 54 | |
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| 55 | this->setPriority(priority::low); |
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| 56 | |
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[2072] | 57 | this->registerVariables(); |
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| 58 | } |
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| 59 | |
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| 60 | MovableEntity::~MovableEntity() |
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| 61 | { |
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[2662] | 62 | if (this->isInitialized()) |
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| 63 | if (this->continuousResynchroTimer_) |
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| 64 | delete this->continuousResynchroTimer_; |
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[2072] | 65 | } |
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| 66 | |
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| 67 | void MovableEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 68 | { |
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| 69 | SUPER(MovableEntity, XMLPort, xmlelement, mode); |
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[3033] | 70 | |
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| 71 | XMLPortParam(MovableEntity, "enablecollisiondamage", setEnableCollisionDamage, getEnableCollisionDamage, xmlelement, mode).defaultValues(false); |
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| 72 | XMLPortParam(MovableEntity, "collisiondamage", setCollisionDamage, getCollisionDamage, xmlelement, mode).defaultValues(1); |
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[2072] | 73 | } |
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| 74 | |
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[3033] | 75 | bool MovableEntity::collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint) |
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| 76 | { |
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| 77 | if (GameMode::isMaster() && enableCollisionDamage_) |
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| 78 | { |
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| 79 | Pawn* victim = dynamic_cast<Pawn*>(otherObject); |
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| 80 | if (victim) |
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| 81 | { |
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| 82 | victim->damage(this->collisionDamage_ * victim->getVelocity().dotProduct(this->getVelocity())); |
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| 83 | } |
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| 84 | } |
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| 85 | |
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| 86 | return false; |
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| 87 | } |
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| 88 | |
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| 89 | |
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[2072] | 90 | void MovableEntity::registerVariables() |
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| 91 | { |
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[2662] | 92 | registerVariable(this->linearVelocity_, variableDirection::toclient, new NetworkCallback<MovableEntity>(this, &MovableEntity::processLinearVelocity)); |
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| 93 | registerVariable(this->angularVelocity_, variableDirection::toclient, new NetworkCallback<MovableEntity>(this, &MovableEntity::processAngularVelocity)); |
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[2072] | 94 | |
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[2662] | 95 | registerVariable(this->overwrite_position_, variableDirection::toclient, new NetworkCallback<MovableEntity>(this, &MovableEntity::overwritePosition)); |
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| 96 | registerVariable(this->overwrite_orientation_, variableDirection::toclient, new NetworkCallback<MovableEntity>(this, &MovableEntity::overwriteOrientation)); |
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[2072] | 97 | } |
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| 98 | |
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| 99 | void MovableEntity::clientConnected(unsigned int clientID) |
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| 100 | { |
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[2662] | 101 | this->resynchronizeTimer_.setTimer(rnd() * MAX_RESYNCHRONIZE_TIME, false, this, createExecutor(createFunctor(&MovableEntity::resynchronize))); |
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[2072] | 102 | } |
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| 103 | |
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| 104 | void MovableEntity::clientDisconnected(unsigned int clientID) |
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| 105 | { |
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| 106 | } |
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| 107 | |
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| 108 | void MovableEntity::resynchronize() |
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| 109 | { |
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[2896] | 110 | if (GameMode::isMaster() && !this->continuousResynchroTimer_) |
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[2662] | 111 | { |
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| 112 | // Resynchronise every few seconds because we only work with velocities (no positions) |
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| 113 | continuousResynchroTimer_ = new Timer<MovableEntity>(CONTINUOUS_SYNCHRONIZATION_TIME + rnd(-1, 1), |
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| 114 | true, this, createExecutor(createFunctor(&MovableEntity::resynchronize)), false); |
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| 115 | } |
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| 116 | |
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[2072] | 117 | this->overwrite_position_ = this->getPosition(); |
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| 118 | this->overwrite_orientation_ = this->getOrientation(); |
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| 119 | } |
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| 120 | } |
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