- Timestamp:
- May 25, 2011, 9:28:29 PM (14 years ago)
- Location:
- code/branches/presentation/src/orxonox/worldentities/pawns
- Files:
-
- 4 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/presentation/src/orxonox/worldentities/pawns/Pawn.cc
r8578 r8579 23 23 * Fabian 'x3n' Landau 24 24 * Co-authors: 25 * simonmie25 * ... 26 26 * 27 27 */ … … 64 64 this->maxHealth_ = 0; 65 65 this->initialHealth_ = 0; 66 67 66 this->shieldHealth_ = 0; 68 this->initialShieldHealth_ = 0;69 this->maxShieldHealth_ = 100; //otherwise shield might increase to float_max70 67 this->shieldAbsorption_ = 0.5; 71 72 this->reloadRate_ = 0;73 this->reloadWaitTime_ = 1.0f;74 this->reloadWaitCountdown_ = 0;75 68 76 69 this->lastHitOriginator_ = 0; … … 116 109 117 110 XMLPortParam(Pawn, "shieldhealth", setShieldHealth, getShieldHealth, xmlelement, mode).defaultValues(0); 118 XMLPortParam(Pawn, "initialshieldhealth", setInitialShieldHealth, getInitialShieldHealth, xmlelement, mode).defaultValues(0);119 XMLPortParam(Pawn, "maxshieldhealth", setMaxShieldHealth, getMaxShieldHealth, xmlelement, mode).defaultValues(100);120 111 XMLPortParam(Pawn, "shieldabsorption", setShieldAbsorption, getShieldAbsorption, xmlelement, mode).defaultValues(0); 121 112 … … 127 118 XMLPortObject(Pawn, WeaponSet, "weaponsets", addWeaponSet, getWeaponSet, xmlelement, mode); 128 119 XMLPortObject(Pawn, WeaponPack, "weapons", addWeaponPackXML, getWeaponPack, xmlelement, mode); 129 130 XMLPortParam(Pawn, "reloadrate", setReloadRate, getReloadRate, xmlelement, mode).defaultValues(0);131 XMLPortParam(Pawn, "reloadwaittime", setReloadWaitTime, getReloadWaitTime, xmlelement, mode).defaultValues(1.0f);132 120 } 133 121 … … 136 124 registerVariable(this->bAlive_, VariableDirection::ToClient); 137 125 registerVariable(this->health_, VariableDirection::ToClient); 138 registerVariable(this-> maxHealth_,VariableDirection::ToClient);126 registerVariable(this->initialHealth_, VariableDirection::ToClient); 139 127 registerVariable(this->shieldHealth_, VariableDirection::ToClient); 140 registerVariable(this->maxShieldHealth_, VariableDirection::ToClient);141 128 registerVariable(this->shieldAbsorption_, VariableDirection::ToClient); 142 129 registerVariable(this->bReload_, VariableDirection::ToServer); … … 150 137 this->bReload_ = false; 151 138 152 // TODO: use the existing timer functions instead153 if(this->reloadWaitCountdown_ > 0)154 {155 this->decreaseReloadCountdownTime(dt);156 }157 else158 {159 this->addShieldHealth(this->getReloadRate() * dt);160 this->resetReloadCountdown();161 }162 163 139 if (GameMode::isMaster()) 164 {165 140 if (this->health_ <= 0 && bAlive_) 166 141 { 167 this->fireEvent(); // Event to notify anyone who want s to know about the death.142 this->fireEvent(); // Event to notify anyone who want's to know about the death. 168 143 this->death(); 169 144 } 170 }171 145 } 172 146 … … 194 168 } 195 169 196 197 170 void Pawn::setHealth(float health) 198 171 { 199 this->health_ = std::min(health, this->maxHealth_); //Health can't be set to a value bigger than maxHealth, otherwise it will be reduced at first hit 200 } 201 202 void Pawn::setShieldHealth(float shieldHealth) 203 { 204 this->shieldHealth_ = std::min(shieldHealth, this->maxShieldHealth_); 205 } 206 207 void Pawn::setMaxShieldHealth(float maxshieldhealth) 208 { 209 this->maxShieldHealth_ = maxshieldhealth; 210 } 211 212 void Pawn::setReloadRate(float reloadrate) 213 { 214 this->reloadRate_ = reloadrate; 215 } 216 217 void Pawn::setReloadWaitTime(float reloadwaittime) 218 { 219 this->reloadWaitTime_ = reloadwaittime; 220 } 221 222 void Pawn::decreaseReloadCountdownTime(float dt) 223 { 224 this->reloadWaitCountdown_ -= dt; 225 } 226 227 void Pawn::damage(float damage, float healthdamage, float shielddamage, Pawn* originator) 172 this->health_ = std::min(health, this->maxHealth_); 173 } 174 175 void Pawn::damage(float damage, Pawn* originator) 228 176 { 229 177 if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator)) 230 178 { 231 if (shielddamage >= this->getShieldHealth()) 179 //share the dealt damage to the shield and the Pawn. 180 float shielddamage = damage*this->shieldAbsorption_; 181 float healthdamage = damage*(1-this->shieldAbsorption_); 182 183 // In case the shield can not take all the shield damage. 184 if (shielddamage > this->getShieldHealth()) 232 185 { 186 healthdamage += shielddamage-this->getShieldHealth(); 233 187 this->setShieldHealth(0); 234 this->setHealth(this->health_ - (healthdamage + damage));235 188 } 236 else 189 190 this->setHealth(this->health_ - healthdamage); 191 192 if (this->getShieldHealth() > 0) 237 193 { 238 194 this->setShieldHealth(this->shieldHealth_ - shielddamage); 239 240 // remove remaining shieldAbsorpton-Part of damage from shield241 shielddamage = damage * this->shieldAbsorption_;242 shielddamage = std::min(this->getShieldHealth(),shielddamage);243 this->setShieldHealth(this->shieldHealth_ - shielddamage);244 245 // set remaining damage to health246 this->setHealth(this->health_ - (damage - shielddamage) - healthdamage);247 195 } 248 196 249 197 this->lastHitOriginator_ = originator; 250 } 251 } 252 253 // TODO: Still valid? 254 /* HIT-Funktionen 255 Die hit-Funktionen muessen auch in src/orxonox/controllers/Controller.h angepasst werden! (Visuelle Effekte) 256 257 */ 258 259 void Pawn::hit(Pawn* originator, const Vector3& force, float damage, float healthdamage, float shielddamage) 198 199 // play damage effect 200 } 201 } 202 203 void Pawn::hit(Pawn* originator, const Vector3& force, float damage) 260 204 { 261 205 if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) ) 262 206 { 263 this->damage(damage, healthdamage, shielddamage,originator);207 this->damage(damage, originator); 264 208 this->setVelocity(this->getVelocity() + force); 265 } 266 } 267 268 269 void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage, float shielddamage) 209 210 // play hit effect 211 } 212 } 213 214 void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage) 270 215 { 271 216 if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) ) 272 217 { 273 this->damage(damage, healthdamage, shielddamage,originator);218 this->damage(damage, originator); 274 219 275 220 if ( this->getController() ) 276 this->getController()->hit(originator, contactpoint, damage); // changed to damage, why shielddamage? 277 } 278 } 279 221 this->getController()->hit(originator, contactpoint, damage); 222 223 // play hit effect 224 } 225 } 280 226 281 227 void Pawn::kill() -
code/branches/presentation/src/orxonox/worldentities/pawns/Pawn.h
r8578 r8579 72 72 { return this->initialHealth_; } 73 73 74 virtual void setShieldHealth(float shieldHealth);75 74 inline void setShieldHealth(float shieldHealth) 75 { this->shieldHealth_ = shieldHealth; } 76 76 inline float getShieldHealth() 77 77 { return this->shieldHealth_; } 78 79 inline void addShieldHealth(float amount)80 { this->setShieldHealth(this->shieldHealth_ + amount); }81 82 inline bool hasShield()83 { return (this->getShieldHealth() > 0); }84 85 virtual void setMaxShieldHealth(float maxshieldhealth);86 inline float getMaxShieldHealth() const87 { return this->maxShieldHealth_; }88 89 inline void setInitialShieldHealth(float initialshieldhealth)90 { this->initialShieldHealth_ = initialshieldhealth; this->setShieldHealth(initialshieldhealth); }91 inline float getInitialShieldHealth() const92 { return this->initialShieldHealth_; }93 94 inline void restoreInitialShieldHealth()95 { this->setShieldHealth(this->initialShieldHealth_); }96 inline void restoreMaxShieldHealth()97 { this->setShieldHealth(this->maxShieldHealth_); }98 78 99 79 inline void setShieldAbsorption(float shieldAbsorption) … … 102 82 { return this->shieldAbsorption_; } 103 83 104 // TODO: Rename to shieldRechargeRate105 virtual void setReloadRate(float reloadrate);106 inline float getReloadRate() const107 { return this->reloadRate_; }108 109 virtual void setReloadWaitTime(float reloadwaittime);110 inline float getReloadWaitTime() const111 { return this->reloadWaitTime_; }112 113 inline void resetReloadCountdown()114 { this->reloadWaitCountdown_ = 0; }115 116 inline void startReloadCountdown()117 { this->reloadWaitCountdown_ = this->getReloadWaitTime(); } // TODO: Implement in Projectile.cc118 119 virtual void decreaseReloadCountdownTime(float dt);120 121 84 inline ControllableEntity* getLastHitOriginator() const 122 85 { return this->lastHitOriginator_; } 123 86 124 //virtual void hit(Pawn* originator, const Vector3& force, float damage); 125 //virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage); 126 virtual void hit(Pawn* originator, const Vector3& force, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f); 127 virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage = 0.0f, float shielddamage = 0.0f); 128 87 virtual void hit(Pawn* originator, const Vector3& force, float damage); 88 virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage); 129 89 virtual void kill(); 130 90 … … 182 142 virtual void spawneffect(); 183 143 184 //virtual void damage(float damage, Pawn* originator = 0); 185 virtual void damage(float damage, float healthdamage = 0.0f, float shielddamage = 0.0f, Pawn* originator = NULL); 144 virtual void damage(float damage, Pawn* originator = 0); 186 145 187 146 bool bAlive_; … … 195 154 float maxHealth_; 196 155 float initialHealth_; 197 198 156 float shieldHealth_; 199 float maxShieldHealth_;200 float initialShieldHealth_;201 157 float shieldAbsorption_; // Has to be between 0 and 1 202 float reloadRate_;203 float reloadWaitTime_;204 float reloadWaitCountdown_;205 158 206 159 WeakPtr<Pawn> lastHitOriginator_; -
code/branches/presentation/src/orxonox/worldentities/pawns/SpaceShip.cc
r8578 r8579 36 36 #include "core/XMLPort.h" 37 37 #include "items/Engine.h" 38 #include "graphics/Camera.h"39 #include "CameraManager.h"40 #include "util/Math.h"41 38 42 39 namespace orxonox … … 56 53 this->localAngularAcceleration_.setValue(0, 0, 0); 57 54 this->bBoost_ = false; 55 this->bPermanentBoost_ = false; 58 56 this->steering_ = Vector3::ZERO; 59 57 this->engine_ = 0; … … 78 76 this->setConfigValues(); 79 77 this->registerVariables(); 80 81 Camera* camera = CameraManager::getInstance().getActiveCamera();82 this->cameraOriginalPosition_ = camera->getPosition();83 this->cameraOriginalOrientation_ = camera->getOrientation();84 85 this->shakeFrequency_ = 15;86 this->shakeAmplitude_ = 5;87 this->shakeDt_ = 0;88 78 } 89 79 … … 106 96 XMLPortParamVariable(SpaceShip, "boostRate", boostRate_, xmlelement, mode); 107 97 XMLPortParamVariable(SpaceShip, "boostCooldownDuration", boostCooldownDuration_, xmlelement, mode); 108 XMLPortParamVariable(SpaceShip, "shakeFrequency", shakeFrequency_, xmlelement, mode);109 XMLPortParamVariable(SpaceShip, "shakeAmplitude", shakeAmplitude_, xmlelement, mode);110 98 } 111 99 … … 115 103 registerVariable(this->auxilaryThrust_, VariableDirection::ToClient); 116 104 registerVariable(this->rotationThrust_, VariableDirection::ToClient); 117 // TODO: Synchronization of boost needed?118 registerVariable(this->boostPower_, VariableDirection::ToClient);119 registerVariable(this->boostPowerRate_, VariableDirection::ToClient);120 registerVariable(this->boostRate_, VariableDirection::ToClient);121 registerVariable(this->boostCooldownDuration_, VariableDirection::ToClient);122 registerVariable(this->shakeFrequency_, VariableDirection::ToClient);123 registerVariable(this->shakeAmplitude_, VariableDirection::ToClient);124 105 } 125 106 … … 147 128 if (this->hasLocalController()) 148 129 { 149 150 130 /* 151 131 this->localLinearAcceleration_.setX(this->localLinearAcceleration_.x() * getMass() * this->auxilaryThrust_); … … 170 150 this->boostPower_ += this->boostPowerRate_*dt; 171 151 } 172 173 152 if(this->bBoost_) 174 153 { … … 176 155 if(this->boostPower_ <= 0.0f) 177 156 { 178 this->b oost(false);157 this->bBoost_ = false; 179 158 this->bBoostCooldown_ = true; 180 159 this->timer_.setTimer(this->boostCooldownDuration_, false, createExecutor(createFunctor(&SpaceShip::boostCooledDown, this))); 181 182 160 } 183 184 shakeCamera(dt); 185 } 186 } 161 } 162 } 163 } 164 165 void SpaceShip::boostCooledDown(void) 166 { 167 this->bBoostCooldown_ = false; 187 168 } 188 169 … … 226 207 } 227 208 209 // TODO: something seems to call this function every tick, could probably handled a little more efficiently! 210 void SpaceShip::setBoost(bool bBoost) 211 { 212 if(bBoost == this->bBoost_) 213 return; 214 215 if(bBoost) 216 this->boost(); 217 else 218 { 219 this->bBoost_ = false; 220 } 221 } 222 228 223 void SpaceShip::fire() 229 224 { 230 225 } 231 226 232 /** 233 @brief 234 Starts or stops boosting. 235 @param bBoost 236 Whether to start or stop boosting. 237 */ 238 void SpaceShip::boost(bool bBoost) 239 { 240 if(bBoost && !this->bBoostCooldown_) 241 { 242 //COUT(0) << "Boost startet!\n"; 227 void SpaceShip::boost() 228 { 229 if(!this->bBoostCooldown_) 243 230 this->bBoost_ = true; 244 }245 if(!bBoost)246 {247 //COUT(0) << "Boost stoppt\n";248 this->resetCamera();249 this->bBoost_ = false;250 }251 }252 253 void SpaceShip::boostCooledDown(void)254 {255 this->bBoostCooldown_ = false;256 }257 258 void SpaceShip::shakeCamera(float dt)259 {260 //make sure the ship is only shaking if it's moving261 if (this->getVelocity().squaredLength() > 80)262 {263 this->shakeDt_ += dt;264 265 int frequency = this->shakeFrequency_ * (this->getVelocity().squaredLength());266 267 if (this->shakeDt_ >= 1 /(frequency))268 {269 this->shakeDt_ -= 1/(frequency);270 }271 272 Degree angle = Degree(sin(this->shakeDt_ * 2* math::pi * frequency) * this->shakeAmplitude_);273 274 //COUT(0) << "Angle: " << angle << std::endl;275 Camera* c = this->getCamera();276 277 //Shaking Camera effect278 if (c != 0)279 {280 c->setOrientation(Vector3::UNIT_X, angle);281 }282 }283 }284 285 void SpaceShip::resetCamera()286 {287 288 //COUT(0) << "Resetting camera\n";289 Camera *c = this->getCamera();290 291 if (c == 0)292 {293 COUT(2) << "Failed to reset camera!";294 return;295 }296 297 shakeDt_ = 0;298 //299 c->setPosition(this->cameraOriginalPosition_);300 c->setOrientation(this->cameraOriginalOrientation_);301 231 } 302 232 … … 343 273 return list; 344 274 } 345 346 347 275 } -
code/branches/presentation/src/orxonox/worldentities/pawns/SpaceShip.h
r8578 r8579 59 59 60 60 virtual void fire(); 61 virtual void boost( bool bBoost); // Starts or stops boosting.61 virtual void boost(); 62 62 63 63 void setEngine(Engine* engine); … … 70 70 { return this->steering_; } 71 71 72 void setBoost(bool bBoost); 72 73 inline bool getBoost() const 73 74 { return this->bBoost_; } … … 78 79 { return this->enginetemplate_; } 79 80 81 inline void setPermanentBoost(bool bPermanent) 82 { this->bPermanentBoost_ = bPermanent; } 83 inline bool getPermanentBoost() const 84 { return this->bPermanentBoost_; } 85 80 86 protected: 81 87 virtual std::vector<PickupCarrier*>* getCarrierChildren(void) const; … … 84 90 bool bBoost_; 85 91 bool bBoostCooldown_; 92 bool bPermanentBoost_; 86 93 float boostPower_; 87 94 float initialBoostPower_; … … 96 103 btVector3 localAngularAcceleration_; 97 104 98 float shakeFrequency_;99 float shakeAmplitude_;100 101 105 private: 102 106 void registerVariables(); … … 106 110 107 111 void boostCooledDown(void); 108 109 void resetCamera();110 void shakeCamera(float dt);111 112 112 113 std::string enginetemplate_; 113 114 Engine* engine_; 114 115 Timer timer_; 115 Vector3 cameraOriginalPosition_;116 Quaternion cameraOriginalOrientation_;117 118 float shakeDt_;119 116 }; 120 117 }
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