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source: code/trunk/src/orxonox/worldentities/MovableEntity.cc @ 8388

Last change on this file since 8388 was 7284, checked in by landauf, 14 years ago

merged consolecommands3 branch back to trunk.

note: the console command interface has changed completely, but the documentation is not yet up to date. just copy an existing command and change it to your needs, it's pretty self-explanatory. also the include files related to console commands are now located in core/command/. in the game it should work exactly like before, except for some changes in the auto-completion.

  • 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 "MovableEntity.h"
31
32#include "core/CoreIncludes.h"
[2896]33#include "core/GameMode.h"
[3196]34#include "core/XMLPort.h"
[7284]35#include "core/command/Executor.h"
[5735]36#include "worldentities/pawns/Pawn.h"
[2072]37
38namespace orxonox
39{
40    static const float MAX_RESYNCHRONIZE_TIME = 3.0f;
[2662]41    static const float CONTINUOUS_SYNCHRONIZATION_TIME = 10.0f;
[2072]42
43    CreateFactory(MovableEntity);
44
[2662]45    MovableEntity::MovableEntity(BaseObject* creator) : MobileEntity(creator)
[2072]46    {
47        RegisterObject(MovableEntity);
48
[2662]49        this->overwrite_position_    = Vector3::ZERO;
[2072]50        this->overwrite_orientation_ = Quaternion::IDENTITY;
51
[2662]52        this->continuousResynchroTimer_ = 0;
53
[3280]54        this->setPriority(Priority::Low);
[2662]55
[2072]56        this->registerVariables();
57    }
58
59    MovableEntity::~MovableEntity()
60    {
[2662]61        if (this->isInitialized())
62            if (this->continuousResynchroTimer_)
[5929]63                this->continuousResynchroTimer_->destroy();
[2072]64    }
65
66    void MovableEntity::XMLPort(Element& xmlelement, XMLPort::Mode mode)
67    {
68        SUPER(MovableEntity, XMLPort, xmlelement, mode);
[3033]69
70        XMLPortParam(MovableEntity, "enablecollisiondamage", setEnableCollisionDamage, getEnableCollisionDamage, xmlelement, mode).defaultValues(false);
71        XMLPortParam(MovableEntity, "collisiondamage", setCollisionDamage, getCollisionDamage, xmlelement, mode).defaultValues(1);
[2072]72    }
73
[3033]74    bool MovableEntity::collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint)
75    {
76        if (GameMode::isMaster() && enableCollisionDamage_)
77        {
[3325]78            Pawn* victim = orxonox_cast<Pawn*>(otherObject);
[3033]79            if (victim)
80            {
[6417]81                float damage = this->collisionDamage_ * (victim->getVelocity() - this->getVelocity()).length();
82                victim->hit(0, contactPoint, damage);
[3033]83            }
84        }
85
86        return false;
87    }
88
89
[2072]90    void MovableEntity::registerVariables()
91    {
[3280]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
[3280]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    {
[5929]101        this->resynchronizeTimer_.setTimer(rnd() * MAX_RESYNCHRONIZE_TIME, false, createExecutor(createFunctor(&MovableEntity::resynchronize, this)));
[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)
[5929]113            continuousResynchroTimer_ = new Timer(CONTINUOUS_SYNCHRONIZATION_TIME + rnd(-1, 1),
114                true, createExecutor(createFunctor(&MovableEntity::resynchronize, this)), false);
[2662]115        }
116
[2072]117        this->overwrite_position_ = this->getPosition();
118        this->overwrite_orientation_ = this->getOrientation();
119    }
120}
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