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source: code/trunk/src/orxonox/objects/worldentities/MovableEntity.cc @ 3175

Last change on this file since 3175 was 3110, checked in by rgrieder, 15 years ago

Removed old msvc specific support for precompiled header files.

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