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 | * Reto Grieder |
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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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36 | #include "core/GameMode.h" |
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37 | #include "objects/worldentities/pawns/Pawn.h" |
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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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42 | static const float CONTINUOUS_SYNCHRONIZATION_TIME = 10.0f; |
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43 | |
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44 | CreateFactory(MovableEntity); |
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45 | |
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46 | MovableEntity::MovableEntity(BaseObject* creator) : MobileEntity(creator) |
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47 | { |
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48 | RegisterObject(MovableEntity); |
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49 | |
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50 | this->overwrite_position_ = Vector3::ZERO; |
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51 | this->overwrite_orientation_ = Quaternion::IDENTITY; |
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52 | |
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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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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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62 | if (this->isInitialized()) |
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63 | if (this->continuousResynchroTimer_) |
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64 | delete this->continuousResynchroTimer_; |
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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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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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73 | } |
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74 | |
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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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90 | void MovableEntity::registerVariables() |
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91 | { |
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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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94 | |
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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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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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101 | this->resynchronizeTimer_.setTimer(rnd() * MAX_RESYNCHRONIZE_TIME, false, this, createExecutor(createFunctor(&MovableEntity::resynchronize))); |
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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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110 | if (GameMode::isMaster() && !this->continuousResynchroTimer_) |
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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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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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