- Timestamp:
- May 25, 2011, 9:41:29 PM (14 years ago)
- Location:
- code/branches/presentation
- Files:
-
- 5 edited
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- Unmodified
- Added
- Removed
-
code/branches/presentation
- Property svn:mergeinfo changed
-
code/branches/presentation/src/orxonox/worldentities/pawns/Pawn.cc
r8579 r8580 23 23 * Fabian 'x3n' Landau 24 24 * Co-authors: 25 * ...25 * simonmie 26 26 * 27 27 */ … … 64 64 this->maxHealth_ = 0; 65 65 this->initialHealth_ = 0; 66 66 67 this->shieldHealth_ = 0; 68 this->initialShieldHealth_ = 0; 69 this->maxShieldHealth_ = 100; //otherwise shield might increase to float_max 67 70 this->shieldAbsorption_ = 0.5; 71 72 this->reloadRate_ = 0; 73 this->reloadWaitTime_ = 1.0f; 74 this->reloadWaitCountdown_ = 0; 68 75 69 76 this->lastHitOriginator_ = 0; … … 109 116 110 117 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); 111 120 XMLPortParam(Pawn, "shieldabsorption", setShieldAbsorption, getShieldAbsorption, xmlelement, mode).defaultValues(0); 112 121 … … 118 127 XMLPortObject(Pawn, WeaponSet, "weaponsets", addWeaponSet, getWeaponSet, xmlelement, mode); 119 128 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); 120 132 } 121 133 … … 124 136 registerVariable(this->bAlive_, VariableDirection::ToClient); 125 137 registerVariable(this->health_, VariableDirection::ToClient); 126 registerVariable(this-> initialHealth_,VariableDirection::ToClient);138 registerVariable(this->maxHealth_, VariableDirection::ToClient); 127 139 registerVariable(this->shieldHealth_, VariableDirection::ToClient); 140 registerVariable(this->maxShieldHealth_, VariableDirection::ToClient); 128 141 registerVariable(this->shieldAbsorption_, VariableDirection::ToClient); 129 142 registerVariable(this->bReload_, VariableDirection::ToServer); … … 137 150 this->bReload_ = false; 138 151 152 // 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 } 162 139 163 if (GameMode::isMaster()) 164 { 140 165 if (this->health_ <= 0 && bAlive_) 141 166 { 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. 143 168 this->death(); 144 169 } 170 } 145 171 } 146 172 … … 168 194 } 169 195 196 170 197 void Pawn::setHealth(float health) 171 198 { 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) 176 228 { 177 229 if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator)) 178 230 { 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()) 185 232 { 186 healthdamage += shielddamage-this->getShieldHealth();187 233 this->setShieldHealth(0); 234 this->setHealth(this->health_ - (healthdamage + damage)); 188 235 } 189 190 this->setHealth(this->health_ - healthdamage); 191 192 if (this->getShieldHealth() > 0) 236 else 193 237 { 194 238 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); 195 247 } 196 248 197 249 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) 204 260 { 205 261 if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) ) 206 262 { 207 this->damage(damage, originator);263 this->damage(damage, healthdamage, shielddamage, originator); 208 264 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) 215 270 { 216 271 if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) ) 217 272 { 218 this->damage(damage, originator);273 this->damage(damage, healthdamage, shielddamage, originator); 219 274 220 275 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 } 279 226 280 227 281 void Pawn::kill() -
code/branches/presentation/src/orxonox/worldentities/pawns/Pawn.h
r8579 r8580 72 72 { return this->initialHealth_; } 73 73 74 inline void setShieldHealth(float shieldHealth)75 { this->shieldHealth_ = shieldHealth; } 74 virtual void setShieldHealth(float shieldHealth); 75 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() 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_); } 78 98 79 99 inline void setShieldAbsorption(float shieldAbsorption) … … 82 102 { return this->shieldAbsorption_; } 83 103 104 // 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 84 121 inline ControllableEntity* getLastHitOriginator() const 85 122 { return this->lastHitOriginator_; } 86 123 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 89 129 virtual void kill(); 90 130 … … 142 182 virtual void spawneffect(); 143 183 144 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); 145 186 146 187 bool bAlive_; … … 154 195 float maxHealth_; 155 196 float initialHealth_; 197 156 198 float shieldHealth_; 199 float maxShieldHealth_; 200 float initialShieldHealth_; 157 201 float shieldAbsorption_; // Has to be between 0 and 1 202 float reloadRate_; 203 float reloadWaitTime_; 204 float reloadWaitCountdown_; 158 205 159 206 WeakPtr<Pawn> lastHitOriginator_; -
code/branches/presentation/src/orxonox/worldentities/pawns/SpaceShip.cc
r8579 r8580 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" 38 41 39 42 namespace orxonox … … 53 56 this->localAngularAcceleration_.setValue(0, 0, 0); 54 57 this->bBoost_ = false; 55 this->bPermanentBoost_ = false;56 58 this->steering_ = Vector3::ZERO; 57 59 this->engine_ = 0; … … 76 78 this->setConfigValues(); 77 79 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; 78 88 } 79 89 … … 96 106 XMLPortParamVariable(SpaceShip, "boostRate", boostRate_, xmlelement, mode); 97 107 XMLPortParamVariable(SpaceShip, "boostCooldownDuration", boostCooldownDuration_, xmlelement, mode); 108 XMLPortParamVariable(SpaceShip, "shakeFrequency", shakeFrequency_, xmlelement, mode); 109 XMLPortParamVariable(SpaceShip, "shakeAmplitude", shakeAmplitude_, xmlelement, mode); 98 110 } 99 111 … … 103 115 registerVariable(this->auxilaryThrust_, VariableDirection::ToClient); 104 116 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); 105 124 } 106 125 … … 128 147 if (this->hasLocalController()) 129 148 { 149 130 150 /* 131 151 this->localLinearAcceleration_.setX(this->localLinearAcceleration_.x() * getMass() * this->auxilaryThrust_); … … 150 170 this->boostPower_ += this->boostPowerRate_*dt; 151 171 } 172 152 173 if(this->bBoost_) 153 174 { … … 155 176 if(this->boostPower_ <= 0.0f) 156 177 { 157 this->b Boost_ = false;178 this->boost(false); 158 179 this->bBoostCooldown_ = true; 159 180 this->timer_.setTimer(this->boostCooldownDuration_, false, createExecutor(createFunctor(&SpaceShip::boostCooledDown, this))); 181 160 182 } 161 } 162 } 163 } 164 165 void SpaceShip::boostCooledDown(void) 166 { 167 this->bBoostCooldown_ = false; 183 184 shakeCamera(dt); 185 } 186 } 168 187 } 169 188 … … 207 226 } 208 227 209 // 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!"; 213 294 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_); 231 301 } 232 302 … … 273 343 return list; 274 344 } 345 346 275 347 } -
code/branches/presentation/src/orxonox/worldentities/pawns/SpaceShip.h
r8579 r8580 59 59 60 60 virtual void fire(); 61 virtual void boost( );61 virtual void boost(bool bBoost); // Starts or stops boosting. 62 62 63 63 void setEngine(Engine* engine); … … 70 70 { return this->steering_; } 71 71 72 void setBoost(bool bBoost);73 72 inline bool getBoost() const 74 73 { return this->bBoost_; } … … 79 78 { return this->enginetemplate_; } 80 79 81 inline void setPermanentBoost(bool bPermanent)82 { this->bPermanentBoost_ = bPermanent; }83 inline bool getPermanentBoost() const84 { return this->bPermanentBoost_; }85 86 80 protected: 87 81 virtual std::vector<PickupCarrier*>* getCarrierChildren(void) const; … … 90 84 bool bBoost_; 91 85 bool bBoostCooldown_; 92 bool bPermanentBoost_;93 86 float boostPower_; 94 87 float initialBoostPower_; … … 103 96 btVector3 localAngularAcceleration_; 104 97 98 float shakeFrequency_; 99 float shakeAmplitude_; 100 105 101 private: 106 102 void registerVariables(); … … 110 106 111 107 void boostCooledDown(void); 108 109 void resetCamera(); 110 void shakeCamera(float dt); 112 111 113 112 std::string enginetemplate_; 114 113 Engine* engine_; 115 114 Timer timer_; 115 Vector3 cameraOriginalPosition_; 116 Quaternion cameraOriginalOrientation_; 117 118 float shakeDt_; 116 119 }; 117 120 }
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