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Ignore:
Timestamp:
May 25, 2011, 9:28:29 PM (14 years ago)
Author:
dafrick
Message:

Reverse merge to revert last, failed, merge. Apparently you can't partially commit a merge.

Location:
code/branches/presentation/src/orxonox/controllers
Files:
3 edited

Legend:

Unmodified
Added
Removed
  • code/branches/presentation/src/orxonox/controllers/Controller.h

    r8578 r8579  
    5252            virtual inline void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage) {};
    5353
    54 /* Override needed for different visual effects (e.g. in "NewHumanController.cc") depending on
    55    the DIFFERENT AMOUNT OF DAMAGE done to the shield and to the health of "victim" (see Projectile.cc, Pawn.cc)
    56 
    57 //            virtual inline void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage, float shielddamage) {};
    58 */
    59 
    6054            void setGodMode( bool mode ){ this->bGodMode_ = mode; }
    6155            bool getGodMode(){ return this->bGodMode_; }
  • code/branches/presentation/src/orxonox/controllers/HumanController.cc

    r8578 r8579  
    4242    extern const std::string __CC_fire_name = "fire";
    4343    extern const std::string __CC_suicide_name = "suicide";
    44     const std::string __CC_boost_name = "boost";
    4544
    4645    SetConsoleCommand("HumanController", "moveFrontBack",          &HumanController::moveFrontBack ).addShortcut().setAsInputCommand();
     
    5251    SetConsoleCommand("HumanController", __CC_fire_name,           &HumanController::fire          ).addShortcut().keybindMode(KeybindMode::OnHold);
    5352    SetConsoleCommand("HumanController", "reload",                 &HumanController::reload        ).addShortcut();
    54     SetConsoleCommand("HumanController", __CC_boost_name,          &HumanController::keepBoost     ).addShortcut().keybindMode(KeybindMode::OnHold);
     53    SetConsoleCommand("HumanController", "boost",                  &HumanController::boost         ).addShortcut().keybindMode(KeybindMode::OnHold);
    5554    SetConsoleCommand("HumanController", "greet",                  &HumanController::greet         ).addShortcut();
    5655    SetConsoleCommand("HumanController", "switchCamera",           &HumanController::switchCamera  ).addShortcut();
     
    6766
    6867    HumanController* HumanController::localController_s = 0;
    69     /*static*/ const float HumanController::BOOSTING_TIME = 0.1f;
    7068
    7169    HumanController::HumanController(BaseObject* creator) : Controller(creator)
     
    7371        RegisterObject(HumanController);
    7472
    75         this->controlPaused_ = false;
    76         this->boosting_ = false;
     73        controlPaused_ = false;
    7774
    7875        HumanController::localController_s = this;
    79         this->boostingTimeout_.setTimer(HumanController::BOOSTING_TIME, false, createExecutor(createFunctor(&HumanController::terminateBoosting, this)));
    80         this->boostingTimeout_.stopTimer();
    8176    }
    8277
     
    168163    }
    169164
    170     /**
    171     @brief
    172         Static method,keeps boosting.
    173     */
    174     /*static*/ void HumanController::keepBoost()
    175     {
    176         if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
    177             HumanController::localController_s->keepBoosting();
    178     }
    179    
    180     /**
    181     @brief
    182         Starts, or keeps the boosting mode.
    183         Resets the boosting timeout and ells the ControllableEntity to boost (or not boost anymore).
    184     */
    185     void HumanController::keepBoosting(void)
    186     {
    187         if(this->boostingTimeout_.isActive())
    188         {
    189             this->boostingTimeout_.stopTimer();
    190             this->boostingTimeout_.startTimer();
    191         }
    192         else
    193         {
    194             this->boosting_ = true;
    195             this->boostingTimeout_.startTimer();
    196            
    197             this->controllableEntity_->boost(this->boosting_);
    198             COUT(4) << "Start boosting" << endl;
    199         }
    200     }
    201 
    202     /**
    203     @brief
    204         Terminates the boosting mode.
    205     */
    206     void HumanController::terminateBoosting(void)
    207     {
    208         this->boosting_ = false;
    209         this->boostingTimeout_.stopTimer();
    210 
    211         this->controllableEntity_->boost(this->boosting_);
    212         COUT(4) << "Stop boosting" << endl;
     165    void HumanController::boost()
     166    {
     167        if (HumanController::localController_s && HumanController::localController_s->controllableEntity_)
     168            HumanController::localController_s->controllableEntity_->boost();
    213169    }
    214170
  • code/branches/presentation/src/orxonox/controllers/HumanController.h

    r8578 r8579  
    3232#include "OrxonoxPrereqs.h"
    3333
    34 #include "tools/Timer.h"
    3534#include "tools/interfaces/Tickable.h"
    3635#include "Controller.h"
     
    6564            static void reload();
    6665
    67             static void keepBoost(); // Static method, keeps boosting.
    68             /**
    69             @brief Check whether the HumanController is in boosting mode.
    70             @return Returns true if it is, false if not.
    71             */
    72             inline bool isBoosting(void)
    73                 { return this->boosting_; }
    74             void keepBoosting(void);
    75             void terminateBoosting(void);
    76            
     66            static void boost();
    7767            static void greet();
    7868            static void switchCamera();
     
    10292            static HumanController* localController_s;
    10393            bool controlPaused_;
    104        
    105         private:
    106             bool boosting_; // Whether the HumanController is in boosting mode or not.
    107             Timer boostingTimeout_; // A timer to check whether the player is no longer boosting.
    108             static const float BOOSTING_TIME; // The time after it is checked, whether the player is no longer boosting.
    109 
    11094    }; // tolua_export
    11195} // tolua_export
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