Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

Ignore:
Timestamp:
May 25, 2011, 9:41:29 PM (14 years ago)
Author:
dafrick
Message:

Merging game immersion branch into presentation branch.

Location:
code/branches/presentation
Files:
5 edited

Legend:

Unmodified
Added
Removed
  • code/branches/presentation

  • code/branches/presentation/src/orxonox/worldentities/pawns/Pawn.cc

    r8579 r8580  
    2323 *      Fabian 'x3n' Landau
    2424 *   Co-authors:
    25  *      ...
     25 *      simonmie
    2626 *
    2727 */
     
    6464        this->maxHealth_ = 0;
    6565        this->initialHealth_ = 0;
     66
    6667        this->shieldHealth_ = 0;
     68        this->initialShieldHealth_ = 0;
     69        this->maxShieldHealth_ = 100; //otherwise shield might increase to float_max
    6770        this->shieldAbsorption_ = 0.5;
     71
     72        this->reloadRate_ = 0;
     73        this->reloadWaitTime_ = 1.0f;
     74        this->reloadWaitCountdown_ = 0;
    6875
    6976        this->lastHitOriginator_ = 0;
     
    109116
    110117        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);
    111120        XMLPortParam(Pawn, "shieldabsorption", setShieldAbsorption, getShieldAbsorption, xmlelement, mode).defaultValues(0);
    112121
     
    118127        XMLPortObject(Pawn, WeaponSet, "weaponsets", addWeaponSet, getWeaponSet, xmlelement, mode);
    119128        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);
    120132    }
    121133
     
    124136        registerVariable(this->bAlive_,           VariableDirection::ToClient);
    125137        registerVariable(this->health_,           VariableDirection::ToClient);
    126         registerVariable(this->initialHealth_,    VariableDirection::ToClient);
     138        registerVariable(this->maxHealth_,        VariableDirection::ToClient);
    127139        registerVariable(this->shieldHealth_,     VariableDirection::ToClient);
     140        registerVariable(this->maxShieldHealth_,  VariableDirection::ToClient);
    128141        registerVariable(this->shieldAbsorption_, VariableDirection::ToClient);
    129142        registerVariable(this->bReload_,          VariableDirection::ToServer);
     
    137150        this->bReload_ = false;
    138151
     152        // TODO: use the existing timer functions instead
     153        if(this->reloadWaitCountdown_ > 0)
     154        {
     155            this->decreaseReloadCountdownTime(dt);
     156        }
     157        else
     158        {
     159            this->addShieldHealth(this->getReloadRate() * dt);
     160            this->resetReloadCountdown();
     161        }
     162
    139163        if (GameMode::isMaster())
     164        {
    140165            if (this->health_ <= 0 && bAlive_)
    141166            {
    142                 this->fireEvent(); // Event to notify anyone who want's to know about the death.
     167                this->fireEvent(); // Event to notify anyone who wants to know about the death.
    143168                this->death();
    144169            }
     170        }
    145171    }
    146172
     
    168194    }
    169195
     196
    170197    void Pawn::setHealth(float health)
    171198    {
    172         this->health_ = std::min(health, this->maxHealth_);
    173     }
    174 
    175     void Pawn::damage(float damage, Pawn* originator)
     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)
    176228    {
    177229        if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
    178230        {
    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())
     231            if (shielddamage >= this->getShieldHealth())
    185232            {
    186                 healthdamage += shielddamage-this->getShieldHealth();
    187233                this->setShieldHealth(0);
     234                this->setHealth(this->health_ - (healthdamage + damage));
    188235            }
    189 
    190             this->setHealth(this->health_ - healthdamage);
    191 
    192             if (this->getShieldHealth() > 0)
     236            else
    193237            {
    194238                this->setShieldHealth(this->shieldHealth_ - shielddamage);
     239
     240                // remove remaining shieldAbsorpton-Part of damage from shield
     241                shielddamage = damage * this->shieldAbsorption_;
     242                shielddamage = std::min(this->getShieldHealth(),shielddamage);
     243                this->setShieldHealth(this->shieldHealth_ - shielddamage);
     244
     245                // set remaining damage to health
     246                this->setHealth(this->health_ - (damage - shielddamage) - healthdamage);
    195247            }
    196248
    197249            this->lastHitOriginator_ = originator;
    198 
    199             // play damage effect
    200         }
    201     }
    202 
    203     void Pawn::hit(Pawn* originator, const Vector3& force, float damage)
     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)
    204260    {
    205261        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
    206262        {
    207             this->damage(damage, originator);
     263            this->damage(damage, healthdamage, shielddamage, originator);
    208264            this->setVelocity(this->getVelocity() + force);
    209 
    210             // play hit effect
    211         }
    212     }
    213 
    214     void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage)
     265        }
     266    }
     267
     268
     269    void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage, float shielddamage)
    215270    {
    216271        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
    217272        {
    218             this->damage(damage, originator);
     273            this->damage(damage, healthdamage, shielddamage, originator);
    219274
    220275            if ( this->getController() )
    221                 this->getController()->hit(originator, contactpoint, damage);
    222 
    223             // play hit effect
    224         }
    225     }
     276                this->getController()->hit(originator, contactpoint, damage); // changed to damage, why shielddamage?
     277        }
     278    }
     279
    226280
    227281    void Pawn::kill()
  • code/branches/presentation/src/orxonox/worldentities/pawns/Pawn.h

    r8579 r8580  
    7272                { return this->initialHealth_; }
    7373
    74             inline void setShieldHealth(float shieldHealth)
    75             { this->shieldHealth_ = shieldHealth; }
     74            virtual void setShieldHealth(float shieldHealth);
     75
    7676            inline float getShieldHealth()
    7777            { 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() const
     87                { return this->maxShieldHealth_; }
     88
     89            inline void setInitialShieldHealth(float initialshieldhealth)
     90                { this->initialShieldHealth_ = initialshieldhealth; this->setShieldHealth(initialshieldhealth); }
     91            inline float getInitialShieldHealth() const
     92                { return this->initialShieldHealth_; }
     93
     94            inline void restoreInitialShieldHealth()
     95                { this->setShieldHealth(this->initialShieldHealth_); }
     96            inline void restoreMaxShieldHealth()
     97                { this->setShieldHealth(this->maxShieldHealth_); }
    7898
    7999            inline void setShieldAbsorption(float shieldAbsorption)
     
    82102            { return this->shieldAbsorption_; }
    83103
     104            // TODO: Rename to shieldRechargeRate
     105            virtual void setReloadRate(float reloadrate);
     106            inline float getReloadRate() const
     107                { return this->reloadRate_; }
     108
     109            virtual void setReloadWaitTime(float reloadwaittime);
     110            inline float getReloadWaitTime() const
     111                { 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.cc
     118
     119            virtual void decreaseReloadCountdownTime(float dt);
     120
    84121            inline ControllableEntity* getLastHitOriginator() const
    85122                { return this->lastHitOriginator_; }
    86123
    87             virtual void hit(Pawn* originator, const Vector3& force, float damage);
    88             virtual void hit(Pawn* originator, btManifoldPoint& contactpoint, float damage);
     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
    89129            virtual void kill();
    90130
     
    142182            virtual void spawneffect();
    143183
    144             virtual void damage(float damage, Pawn* originator = 0);
     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);
    145186
    146187            bool bAlive_;
     
    154195            float maxHealth_;
    155196            float initialHealth_;
     197           
    156198            float shieldHealth_;
     199            float maxShieldHealth_;
     200            float initialShieldHealth_;
    157201            float shieldAbsorption_; // Has to be between 0 and 1
     202            float reloadRate_;
     203            float reloadWaitTime_;
     204            float reloadWaitCountdown_;
    158205
    159206            WeakPtr<Pawn> lastHitOriginator_;
  • code/branches/presentation/src/orxonox/worldentities/pawns/SpaceShip.cc

    r8579 r8580  
    3636#include "core/XMLPort.h"
    3737#include "items/Engine.h"
     38#include "graphics/Camera.h"
     39#include "CameraManager.h"
     40#include "util/Math.h"
    3841
    3942namespace orxonox
     
    5356        this->localAngularAcceleration_.setValue(0, 0, 0);
    5457        this->bBoost_ = false;
    55         this->bPermanentBoost_ = false;
    5658        this->steering_ = Vector3::ZERO;
    5759        this->engine_ = 0;
     
    7678        this->setConfigValues();
    7779        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;
    7888    }
    7989
     
    96106        XMLPortParamVariable(SpaceShip, "boostRate", boostRate_, xmlelement, mode);
    97107        XMLPortParamVariable(SpaceShip, "boostCooldownDuration", boostCooldownDuration_, xmlelement, mode);
     108        XMLPortParamVariable(SpaceShip, "shakeFrequency", shakeFrequency_, xmlelement, mode);
     109        XMLPortParamVariable(SpaceShip, "shakeAmplitude", shakeAmplitude_, xmlelement, mode);
    98110    }
    99111
     
    103115        registerVariable(this->auxilaryThrust_, VariableDirection::ToClient);
    104116        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);
    105124    }
    106125
     
    128147        if (this->hasLocalController())
    129148        {
     149
    130150/*
    131151            this->localLinearAcceleration_.setX(this->localLinearAcceleration_.x() * getMass() * this->auxilaryThrust_);
     
    150170                this->boostPower_ += this->boostPowerRate_*dt;
    151171            }
     172
    152173            if(this->bBoost_)
    153174            {
     
    155176                if(this->boostPower_ <= 0.0f)
    156177                {
    157                     this->bBoost_ = false;
     178                    this->boost(false);
    158179                    this->bBoostCooldown_ = true;
    159180                    this->timer_.setTimer(this->boostCooldownDuration_, false, createExecutor(createFunctor(&SpaceShip::boostCooledDown, this)));
     181
    160182                }
    161             }
    162         }
    163     }
    164 
    165     void SpaceShip::boostCooledDown(void)
    166     {
    167         this->bBoostCooldown_ = false;
     183
     184                shakeCamera(dt);
     185            }
     186        }
    168187    }
    169188
     
    207226    }
    208227
    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_)
     228    void SpaceShip::fire()
     229    {
     230    }
     231
     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";
     243            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 moving
     261        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 effect
     278            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!";
    213294            return;
    214 
    215         if(bBoost)
    216             this->boost();
    217         else
    218         {
    219             this->bBoost_ = false;
    220         }
    221     }
    222 
    223     void SpaceShip::fire()
    224     {
    225     }
    226 
    227     void SpaceShip::boost()
    228     {
    229         if(!this->bBoostCooldown_)
    230             this->bBoost_ = true;
     295        }
     296   
     297        shakeDt_ = 0;
     298        //
     299        c->setPosition(this->cameraOriginalPosition_);
     300        c->setOrientation(this->cameraOriginalOrientation_);
    231301    }
    232302
     
    273343        return list;
    274344    }
     345   
     346
    275347}
  • code/branches/presentation/src/orxonox/worldentities/pawns/SpaceShip.h

    r8579 r8580  
    5959
    6060            virtual void fire();
    61             virtual void boost();
     61            virtual void boost(bool bBoost); // Starts or stops boosting.
    6262
    6363            void setEngine(Engine* engine);
     
    7070                { return this->steering_; }
    7171
    72             void setBoost(bool bBoost);
    7372            inline bool getBoost() const
    7473                { return this->bBoost_; }
     
    7978                { return this->enginetemplate_; }
    8079
    81             inline void setPermanentBoost(bool bPermanent)
    82                 { this->bPermanentBoost_ = bPermanent; }
    83             inline bool getPermanentBoost() const
    84                 { return this->bPermanentBoost_; }
    85 
    8680        protected:
    8781            virtual std::vector<PickupCarrier*>* getCarrierChildren(void) const;
     
    9084            bool bBoost_;
    9185            bool bBoostCooldown_;
    92             bool bPermanentBoost_;
    9386            float boostPower_;
    9487            float initialBoostPower_;
     
    10396            btVector3 localAngularAcceleration_;
    10497
     98            float shakeFrequency_;
     99            float shakeAmplitude_;
     100
    105101        private:
    106102            void registerVariables();
     
    110106           
    111107            void boostCooledDown(void);
     108       
     109            void resetCamera();
     110            void shakeCamera(float dt);
    112111
    113112            std::string enginetemplate_;
    114113            Engine* engine_;
    115114            Timer timer_;
     115            Vector3 cameraOriginalPosition_;
     116            Quaternion cameraOriginalOrientation_;
     117       
     118            float shakeDt_;
    116119    };
    117120}
Note: See TracChangeset for help on using the changeset viewer.