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source: code/trunk/src/orxonox/objects/worldentities/MovableEntity.cc @ 3039

Last change on this file since 3039 was 3033, checked in by landauf, 16 years ago

merged gametypes branch back to trunk

  • Property svn:eol-style set to native
File size: 4.3 KB
RevLine 
[2072]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
[2662]24 *      Reto Grieder
[2072]25 *   Co-authors:
26 *      ...
27 *
28 */
29
30#include "OrxonoxStableHeaders.h"
31#include "MovableEntity.h"
32
33#include "core/CoreIncludes.h"
34#include "core/XMLPort.h"
35#include "core/Executor.h"
[2896]36#include "core/GameMode.h"
[3033]37#include "objects/worldentities/pawns/Pawn.h"
[2072]38
39namespace orxonox
40{
41    static const float MAX_RESYNCHRONIZE_TIME = 3.0f;
[2662]42    static const float CONTINUOUS_SYNCHRONIZATION_TIME = 10.0f;
[2072]43
44    CreateFactory(MovableEntity);
45
[2662]46    MovableEntity::MovableEntity(BaseObject* creator) : MobileEntity(creator)
[2072]47    {
48        RegisterObject(MovableEntity);
49
[2662]50        this->overwrite_position_    = Vector3::ZERO;
[2072]51        this->overwrite_orientation_ = Quaternion::IDENTITY;
52
[2662]53        this->continuousResynchroTimer_ = 0;
54
55        this->setPriority(priority::low);
56
[2072]57        this->registerVariables();
58    }
59
60    MovableEntity::~MovableEntity()
61    {
[2662]62        if (this->isInitialized())
63            if (this->continuousResynchroTimer_)
64                delete this->continuousResynchroTimer_;
[2072]65    }
66
67    void MovableEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode)
68    {
69        SUPER(MovableEntity, XMLPort, xmlelement, mode);
[3033]70
71        XMLPortParam(MovableEntity, "enablecollisiondamage", setEnableCollisionDamage, getEnableCollisionDamage, xmlelement, mode).defaultValues(false);
72        XMLPortParam(MovableEntity, "collisiondamage", setCollisionDamage, getCollisionDamage, xmlelement, mode).defaultValues(1);
[2072]73    }
74
[3033]75    bool MovableEntity::collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint)
76    {
77        if (GameMode::isMaster() && enableCollisionDamage_)
78        {
79            Pawn* victim = dynamic_cast<Pawn*>(otherObject);
80            if (victim)
81            {
82                victim->damage(this->collisionDamage_ * victim->getVelocity().dotProduct(this->getVelocity()));
83            }
84        }
85
86        return false;
87    }
88
89
[2072]90    void MovableEntity::registerVariables()
91    {
[2662]92        registerVariable(this->linearVelocity_,        variableDirection::toclient, new NetworkCallback<MovableEntity>(this, &MovableEntity::processLinearVelocity));
93        registerVariable(this->angularVelocity_,       variableDirection::toclient, new NetworkCallback<MovableEntity>(this, &MovableEntity::processAngularVelocity));
[2072]94
[2662]95        registerVariable(this->overwrite_position_,    variableDirection::toclient, new NetworkCallback<MovableEntity>(this, &MovableEntity::overwritePosition));
96        registerVariable(this->overwrite_orientation_, variableDirection::toclient, new NetworkCallback<MovableEntity>(this, &MovableEntity::overwriteOrientation));
[2072]97    }
98
99    void MovableEntity::clientConnected(unsigned int clientID)
100    {
[2662]101        this->resynchronizeTimer_.setTimer(rnd() * MAX_RESYNCHRONIZE_TIME, false, this, createExecutor(createFunctor(&MovableEntity::resynchronize)));
[2072]102    }
103
104    void MovableEntity::clientDisconnected(unsigned int clientID)
105    {
106    }
107
108    void MovableEntity::resynchronize()
109    {
[2896]110        if (GameMode::isMaster() && !this->continuousResynchroTimer_)
[2662]111        {
112            // Resynchronise every few seconds because we only work with velocities (no positions)
113            continuousResynchroTimer_ = new Timer<MovableEntity>(CONTINUOUS_SYNCHRONIZATION_TIME + rnd(-1, 1),
114                true, this, createExecutor(createFunctor(&MovableEntity::resynchronize)), false);
115        }
116
[2072]117        this->overwrite_position_ = this->getPosition();
118        this->overwrite_orientation_ = this->getOrientation();
119    }
120}
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