[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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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #include "OrxonoxStableHeaders.h" |
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| 30 | #include "Pawn.h" |
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| 31 | |
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| 32 | #include "core/CoreIncludes.h" |
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| 33 | #include "core/XMLPort.h" |
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| 34 | #include "util/Math.h" |
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| 35 | #include "objects/infos/PlayerInfo.h" |
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| 36 | #include "objects/gametypes/Gametype.h" |
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[2106] | 37 | #include "objects/weaponSystem/WeaponSystem.h" |
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[2072] | 38 | |
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| 39 | namespace orxonox |
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| 40 | { |
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| 41 | CreateFactory(Pawn); |
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| 42 | |
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| 43 | Pawn::Pawn(BaseObject* creator) : ControllableEntity(creator) |
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| 44 | { |
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| 45 | RegisterObject(Pawn); |
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| 46 | |
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| 47 | this->bAlive_ = false; |
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| 48 | |
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| 49 | this->health_ = 0; |
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| 50 | this->maxHealth_ = 0; |
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| 51 | this->initialHealth_ = 0; |
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| 52 | |
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| 53 | this->lastHitOriginator_ = 0; |
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[2098] | 54 | this->weaponSystem_ = 0; |
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[2072] | 55 | |
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[2098] | 56 | /* |
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| 57 | //WeaponSystem |
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| 58 | weaponSystem_ = new WeaponSystem(); |
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| 59 | WeaponSet * weaponSet1 = new WeaponSet(1); |
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| 60 | this->weaponSystem_->attachWeaponSet(weaponSet1); |
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| 61 | this->weaponSystem_->getWeaponSetPointer(0)->getWeaponSlotPointer(0)->setAmmoType(true); |
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| 62 | */ |
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| 63 | |
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[2072] | 64 | this->registerVariables(); |
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| 65 | } |
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| 66 | |
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| 67 | Pawn::~Pawn() |
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| 68 | { |
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| 69 | } |
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| 70 | |
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| 71 | void Pawn::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 72 | { |
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| 73 | SUPER(Pawn, XMLPort, xmlelement, mode); |
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| 74 | |
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| 75 | XMLPortParam(Pawn, "health", setHealth, getHealht, xmlelement, mode).defaultValues(100); |
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| 76 | XMLPortParam(Pawn, "maxhealth", setMaxHealth, getMaxHealth, xmlelement, mode).defaultValues(200); |
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| 77 | XMLPortParam(Pawn, "initialhealth", setInitialHealth, getInitialHealth, xmlelement, mode).defaultValues(100); |
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| 78 | } |
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| 79 | |
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| 80 | void Pawn::registerVariables() |
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| 81 | { |
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[2171] | 82 | REGISTERDATA(this->bAlive_, direction::toclient); |
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| 83 | REGISTERDATA(this->health_, direction::toclient); |
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[2072] | 84 | } |
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| 85 | |
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| 86 | void Pawn::tick(float dt) |
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| 87 | { |
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| 88 | SUPER(Pawn, tick, dt); |
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| 89 | |
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| 90 | if (this->health_ <= 0) |
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| 91 | this->death(); |
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| 92 | } |
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| 93 | |
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| 94 | void Pawn::setHealth(float health) |
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| 95 | { |
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| 96 | this->health_ = min(health, this->maxHealth_); |
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| 97 | } |
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| 98 | |
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| 99 | void Pawn::damage(float damage, Pawn* originator) |
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| 100 | { |
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| 101 | this->setHealth(this->health_ - damage); |
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| 102 | this->lastHitOriginator_ = originator; |
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| 103 | |
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| 104 | // play damage effect |
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| 105 | } |
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| 106 | |
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| 107 | void Pawn::hit(Pawn* originator, const Vector3& force, float damage) |
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| 108 | { |
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| 109 | this->damage(damage, originator); |
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| 110 | this->setVelocity(this->getVelocity() + force); |
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| 111 | |
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| 112 | // play hit effect |
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| 113 | } |
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| 114 | |
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| 115 | void Pawn::kill() |
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| 116 | { |
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| 117 | this->damage(this->health_); |
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| 118 | this->death(); |
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| 119 | } |
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| 120 | |
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| 121 | void Pawn::spawn() |
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| 122 | { |
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| 123 | // play spawn effect |
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| 124 | } |
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| 125 | |
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| 126 | void Pawn::death() |
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| 127 | { |
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| 128 | this->bAlive_ = false; |
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| 129 | if (this->getGametype()) |
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| 130 | this->getGametype()->pawnKilled(this, this->lastHitOriginator_); |
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| 131 | if (this->getPlayer()) |
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| 132 | this->getPlayer()->stopControl(this); |
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| 133 | |
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| 134 | delete this; |
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| 135 | |
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| 136 | // play death effect |
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| 137 | } |
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| 138 | |
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[2098] | 139 | void Pawn::fire() |
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| 140 | { |
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| 141 | if (this->weaponSystem_) |
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| 142 | this->weaponSystem_->fire(); |
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| 143 | } |
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| 144 | |
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[2072] | 145 | void Pawn::postSpawn() |
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| 146 | { |
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| 147 | this->setHealth(this->initialHealth_); |
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| 148 | this->spawn(); |
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| 149 | } |
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| 150 | } |
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