/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Reto Grieder * Co-authors: * ... * */ #include "OrxonoxStableHeaders.h" #include "MovableEntity.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "core/Executor.h" #include "core/GameMode.h" #include "objects/worldentities/pawns/Pawn.h" namespace orxonox { static const float MAX_RESYNCHRONIZE_TIME = 3.0f; static const float CONTINUOUS_SYNCHRONIZATION_TIME = 10.0f; CreateFactory(MovableEntity); MovableEntity::MovableEntity(BaseObject* creator) : MobileEntity(creator) { RegisterObject(MovableEntity); this->overwrite_position_ = Vector3::ZERO; this->overwrite_orientation_ = Quaternion::IDENTITY; this->continuousResynchroTimer_ = 0; this->setPriority(priority::low); this->registerVariables(); } MovableEntity::~MovableEntity() { if (this->isInitialized()) if (this->continuousResynchroTimer_) delete this->continuousResynchroTimer_; } void MovableEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(MovableEntity, XMLPort, xmlelement, mode); XMLPortParam(MovableEntity, "enablecollisiondamage", setEnableCollisionDamage, getEnableCollisionDamage, xmlelement, mode).defaultValues(false); XMLPortParam(MovableEntity, "collisiondamage", setCollisionDamage, getCollisionDamage, xmlelement, mode).defaultValues(1); } bool MovableEntity::collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint) { if (GameMode::isMaster() && enableCollisionDamage_) { Pawn* victim = dynamic_cast(otherObject); if (victim) { victim->damage(this->collisionDamage_ * victim->getVelocity().dotProduct(this->getVelocity())); } } return false; } void MovableEntity::registerVariables() { registerVariable(this->linearVelocity_, variableDirection::toclient, new NetworkCallback(this, &MovableEntity::processLinearVelocity)); registerVariable(this->angularVelocity_, variableDirection::toclient, new NetworkCallback(this, &MovableEntity::processAngularVelocity)); registerVariable(this->overwrite_position_, variableDirection::toclient, new NetworkCallback(this, &MovableEntity::overwritePosition)); registerVariable(this->overwrite_orientation_, variableDirection::toclient, new NetworkCallback(this, &MovableEntity::overwriteOrientation)); } void MovableEntity::clientConnected(unsigned int clientID) { this->resynchronizeTimer_.setTimer(rnd() * MAX_RESYNCHRONIZE_TIME, false, this, createExecutor(createFunctor(&MovableEntity::resynchronize))); } void MovableEntity::clientDisconnected(unsigned int clientID) { } void MovableEntity::resynchronize() { if (GameMode::isMaster() && !this->continuousResynchroTimer_) { // Resynchronise every few seconds because we only work with velocities (no positions) continuousResynchroTimer_ = new Timer(CONTINUOUS_SYNCHRONIZATION_TIME + rnd(-1, 1), true, this, createExecutor(createFunctor(&MovableEntity::resynchronize)), false); } this->overwrite_position_ = this->getPosition(); this->overwrite_orientation_ = this->getOrientation(); } }