1 | |
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2 | /* ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Fabian 'x3n' Landau |
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24 | * Co-authors: |
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25 | * Simon Miescher |
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26 | * |
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27 | */ |
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28 | |
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29 | /* |
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30 | |
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31 | * |
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32 | * |
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33 | * An asteroid which can be destroyed. Some smaller asteroids are created and a pickup |
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34 | * spawns. |
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35 | * |
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36 | * |
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37 | * |
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38 | |
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39 | */ |
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40 | |
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41 | /* |
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42 | Veraenderungstagebuch |
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43 | ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ |
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44 | |
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45 | KNACKPUNKTE: |
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46 | o Maximale Hitpunkte = 200? |
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47 | o komische Startgeschwindigkeit der initialisierten Asteroiden. Fliegen davon. |
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48 | |
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49 | OFFEN: |
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50 | o Add custom pickup 'resources'. Weird template stuff -> Problems setting 'size' and other properties? setNumber of Resources. |
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51 | o Explosion parts |
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52 | o custom HUD |
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53 | |
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54 | HANDBUCH: |
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55 | o im Level-File includes/pickups.oxi importieren. |
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56 | o Bei der XML-Variante wird beim ersten Aufruf der Tick-Methode ein neuer Asteroid generiert, |
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57 | damit die Groesse der Collision Shape korrekt initialisiert wird. |
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58 | |
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59 | Anpassungen Pickup-Zeug: |
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60 | o Pickup.h: Zugriffsänderung createSpawner |
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61 | o PickupSpawner.h: Zugriffsrechte setPickupTemplateName() und setMaxSpawnedItems() |
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62 | |
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63 | ERLEGT: |
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64 | o Rand() geht bis zu riesigen Nummern! |
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65 | o Pickupgenerierung: vgl. Anpassungen. |
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66 | o Dummes fisch-- statt fisch++ , Endlosschleife! |
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67 | o Dynamische Definition -> putStuff-Methode, Werte noch nicht durchgesickert. |
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68 | o Error-Nachricht: Einfach Argumente leer lassen. |
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69 | o Pickups: setMaxSpawned funktioniert nicht -> Bastelloesung: Auf 2 statt eins setzen, erstes wird wohl direkt zerstoert. |
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70 | |
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71 | o Groessenabhaengige Collison shape: Umweg ueber zweiten Konstruktor. |
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72 | o Absturz beim Asteroidengenerieren: Health war auf 0 gesetzt! Wurde nur bei der xml-Variante definiert. |
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73 | |
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74 | */ |
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75 | |
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76 | |
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77 | #include "../../orxonox/worldentities/pawns/Pawn.h" |
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78 | #include "../../orxonox/worldentities/WorldEntity.h" |
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79 | |
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80 | #include "AsteroidMinable.h" |
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81 | |
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82 | #include <algorithm> |
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83 | |
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84 | #include "core/CoreIncludes.h" |
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85 | #include "core/GameMode.h" |
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86 | #include "core/XMLPort.h" |
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87 | #include "core/EventIncludes.h" |
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88 | #include "network/NetworkFunction.h" |
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89 | |
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90 | // #include "infos/PlayerInfo.h" |
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91 | // #include "controllers/Controller.h" |
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92 | // #include "gametypes/Gametype.h" |
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93 | // #include "graphics/ParticleSpawner.h" |
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94 | // #include "worldentities/ExplosionChunk.h" |
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95 | // #include "worldentities/ExplosionPart.h" |
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96 | |
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97 | // #include "core/object/ObjectListIterator.h" |
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98 | // #include "controllers/FormationController.h" |
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99 | |
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100 | #include "../pickup/items/HealthPickup.h" |
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101 | #include "../pickup/PickupSpawner.h" |
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102 | #include "../pickup/Pickup.h" |
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103 | //#include "../pickup/pickup ..... pickupable |
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104 | #include "../objects/collisionshapes/SphereCollisionShape.h" |
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105 | #include "../../orxonox/graphics/Model.h" |
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106 | |
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107 | |
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108 | |
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109 | |
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110 | |
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111 | |
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112 | namespace orxonox |
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113 | { |
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114 | RegisterClass(AsteroidMinable); |
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115 | |
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116 | |
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117 | // This constructor is for XML access only. |
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118 | AsteroidMinable::AsteroidMinable(Context* context) : Pawn(context){ |
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119 | |
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120 | // Da auch noetig? Wegen set in XML-Code? |
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121 | RegisterObject(AsteroidMinable); |
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122 | |
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123 | this->context = context; |
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124 | this->initialised = false; |
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125 | |
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126 | //Noetig, damit nicht sofort zerstoert? |
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127 | this->setCollisionType(WorldEntity::CollisionType::Dynamic); |
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128 | |
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129 | // Old from Pawn |
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130 | this->registerVariables(); |
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131 | |
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132 | orxout() << "AsteroidMining:: Pseudo-Konstruktor passiert!" << endl; |
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133 | |
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134 | } |
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135 | |
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136 | // Call this one from other C-files. Takes arguments. |
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137 | AsteroidMinable::AsteroidMinable(Context* c, float size, Vector3 position) : Pawn(c){ |
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138 | |
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139 | RegisterObject(AsteroidMinable); |
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140 | |
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141 | // Old stuff from pawn |
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142 | this->setRadarObjectColour(ColourValue(1.0f, 1.0f, 0.0f, 1.0f)); |
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143 | this->setRadarObjectShape(RadarViewable::Shape::Dot); |
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144 | this->setCollisionType(WorldEntity::CollisionType::Dynamic); |
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145 | |
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146 | this->enableCollisionCallback(); |
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147 | |
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148 | // Default Values |
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149 | this->generateSmaller = true; |
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150 | //this->setHealth(50); |
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151 | this->size = size; // customSize |
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152 | this->health_ = 5*size;// capped at 200 in pawn or smth? |
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153 | //this->setHealth(health_); // Confusing, delete one of these |
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154 | this->context = c; |
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155 | //this->roll = rand()*5; //etwas Drehung. richtige Variable |
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156 | |
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157 | // Fliegt davon, irgendwieso. Dies scheint auch nicht zu nuetzen. |
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158 | this->setVelocity(0, 0, 0); |
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159 | |
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160 | |
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161 | |
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162 | // Add Model //<Model position="0,-40,40" yaw="90" pitch="-90" roll="0" scale="4" mesh="ast6.mesh" /> |
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163 | Model* hull = new Model(this->context); |
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164 | // random one of the 6 shapes |
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165 | char meshThingy[] = ""; |
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166 | sprintf(meshThingy, "ast%.0f.mesh", (round((5*(double)rand()/(double)RAND_MAX))+1)); // sprintf(str, "Value of Pi = %f", M_PI); |
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167 | hull->setMeshSource(meshThingy); |
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168 | hull->setScale(this->size); |
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169 | this->attach(hull); |
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170 | |
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171 | // Collision shape |
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172 | SphereCollisionShape* cs = new SphereCollisionShape(this->context); |
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173 | cs->setRadius((this->size)*2); //OFFEN: Feinabstimmung der Radien. 2.5 in AsteroidField.lua |
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174 | this->attachCollisionShape(cs); |
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175 | |
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176 | // Old from Pawn |
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177 | this->registerVariables(); |
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178 | |
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179 | this->initialised=true; |
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180 | |
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181 | orxout() << "AsteroidMining:: Initialisierung Zweitkonstruktor abgeschlosssssen." << endl; |
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182 | |
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183 | } |
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184 | |
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185 | AsteroidMinable::~AsteroidMinable(){ |
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186 | |
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187 | } |
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188 | |
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189 | void AsteroidMinable::putStuff(){ |
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190 | |
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191 | // Just create a new asteroid to avoid Collision shape scale problems etc. |
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192 | AsteroidMinable* reborn = new AsteroidMinable(this->context, this->size, this->getPosition()); |
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193 | reborn->toggleShattering(true); // mainly here to avoid 'unused' warning. |
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194 | this->~AsteroidMinable(); // seems dangerous. Necessary for efficiency? |
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195 | |
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196 | } |
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197 | |
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198 | void AsteroidMinable::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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199 | { |
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200 | SUPER(AsteroidMinable, XMLPort, xmlelement, mode); |
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201 | // XMLPortParam(PickupSpawner, "pickup", setPickupTemplateName, getPickupTemplateName, xmlelement, mode); |
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202 | XMLPortParam(AsteroidMinable, "size", setSize, getSize, xmlelement, mode); |
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203 | |
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204 | } |
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205 | |
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206 | void AsteroidMinable::XMLEventPort(Element& xmlelement, XMLPort::Mode mode) |
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207 | { |
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208 | SUPER(AsteroidMinable, XMLEventPort, xmlelement, mode); |
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209 | |
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210 | XMLPortEventState(AsteroidMinable, BaseObject, "vulnerability", setVulnerable, xmlelement, mode); |
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211 | } |
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212 | |
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213 | void AsteroidMinable::registerVariables() |
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214 | { |
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215 | registerVariable(this->bAlive_, VariableDirection::ToClient); |
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216 | registerVariable(this->bVulnerable_, VariableDirection::ToClient); |
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217 | registerVariable(this->health_, VariableDirection::ToClient); |
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218 | registerVariable(this->maxHealth_, VariableDirection::ToClient); |
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219 | |
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220 | registerVariable(this->size, VariableDirection::ToClient); |
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221 | registerVariable(this->generateSmaller, VariableDirection::ToClient); |
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222 | |
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223 | registerVariable(this->initialised, VariableDirection::ToClient); |
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224 | //registerVariable(this->context, VariableDirection::ToClient); // can't link that since it's a context |
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225 | |
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226 | |
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227 | // float size; |
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228 | // bool generateSmaller; |
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229 | // bool initialised; |
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230 | |
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231 | // Context* context; |
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232 | } |
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233 | |
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234 | void AsteroidMinable::tick(float dt) |
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235 | { |
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236 | // SUPER(Pawn, tick, dt); |
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237 | if(!(this->initialised)){this->putStuff();} |
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238 | |
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239 | if(this->health_ <=0){this->death();} |
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240 | |
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241 | } |
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242 | |
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243 | void AsteroidMinable::setSize(float s){ |
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244 | this->size = s; |
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245 | } |
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246 | |
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247 | float AsteroidMinable::getSize(){ |
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248 | return this->size; |
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249 | } |
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250 | |
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251 | void AsteroidMinable::toggleShattering(bool b){ |
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252 | this->generateSmaller = b; |
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253 | } |
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254 | |
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255 | |
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256 | void AsteroidMinable::death() //ueberschreiben |
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257 | { |
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258 | |
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259 | orxout() << "AsteroidMinable::Death() aufgerufen." << endl; |
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260 | |
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261 | // OFFEN: Sauber kapputten |
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262 | // just copied other stuff: |
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263 | // this->setHealth(1); |
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264 | this->bAlive_ = false; |
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265 | this->destroyLater(); |
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266 | this->setDestroyWhenPlayerLeft(false); |
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267 | // pawn -> addExplosionPart |
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268 | // this->goWithStyle(); |
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269 | |
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270 | |
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271 | // // Stuff that can be harvested. |
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272 | // PickupSpawner* thingy = new PickupSpawner(this->context); |
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273 | |
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274 | // // OFFEN: more precise size relation in custom resource pickup. |
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275 | // char tname[] = ""; // can-t overwrite strings easily in C (strcat etc.) |
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276 | // if(this->size <= 5){ |
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277 | // strcat(tname, "smallmunitionpickup"); |
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278 | // }else if(this->size <= 20){ |
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279 | // strcat(tname, "mediummunitionpickup"); |
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280 | // }else{ |
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281 | // strcat(tname, "hugemunitionpickup"); |
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282 | // } |
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283 | // thingy->setPickupTemplateName(tname); |
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284 | // thingy->setPosition(this->getPosition()); |
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285 | // thingy->setMaxSpawnedItems(2); // The first somehow gets destroyed immediately. |
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286 | // thingy->setRespawnTime(0.5f); |
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287 | |
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288 | // orxout() << "AsteroidMining::Death(): Passed Pickup stuff!" << endl; |
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289 | |
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290 | |
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291 | // Smaller Parts = 'Children' |
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292 | if(this->generateSmaller){ |
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293 | this->spawnChildren(); |
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294 | } |
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295 | |
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296 | |
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297 | |
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298 | |
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299 | |
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300 | |
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301 | |
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302 | |
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303 | orxout() << "Wieder retour in death() geschafft. " << endl; |
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304 | |
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305 | // if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_)) |
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306 | // { |
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307 | // // Set bAlive_ to false and wait for destroyLater() to do the destruction |
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308 | // this->bAlive_ = false; |
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309 | // this->destroyLater(); |
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310 | |
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311 | // this->setDestroyWhenPlayerLeft(false); |
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312 | |
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313 | // } |
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314 | } |
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315 | |
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316 | |
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317 | void AsteroidMinable::spawnChildren(){ |
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318 | |
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319 | if (this->size <=1){return;} // Absicherung trivialer Fall |
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320 | |
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321 | |
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322 | |
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323 | // Spawn smaller Children |
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324 | int massRem = this->size-1; //some mass is lost |
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325 | int num = round((massRem-1)*(double)rand() / (double)RAND_MAX)+1; // random number of children, at least one // Tweak towards bigger junks? |
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326 | num = 1; // zum Testen mal nur einen generieren. |
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327 | |
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328 | massRem = massRem-num; |
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329 | int extra = 0; |
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330 | |
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331 | |
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332 | //orxout() << "Number of Children: " << num << endl; |
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333 | |
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334 | |
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335 | for(int fisch=num; fisch>=1; --fisch){ |
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336 | // to distribute remaining mass |
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337 | |
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338 | //orxout() << "AsteroidMining::spawnChildren(): Fisch-Variable: " << fisch << endl; |
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339 | |
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340 | if(fisch==1){ |
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341 | extra = massRem; |
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342 | }else{ |
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343 | extra = round(massRem*(double)rand() / (double)RAND_MAX); |
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344 | massRem = massRem-extra; |
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345 | |
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346 | } |
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347 | |
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348 | //orxout() << "Mass chosen: " << extra+1 << endl; |
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349 | |
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350 | //orxout() << "AsteroidMining::spawnChildren(): Inside for-loop." << endl; |
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351 | |
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352 | //Spawn this child Game crashes! |
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353 | //AsteroidMinable* child = new AsteroidMinable(this->context); |
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354 | AsteroidMinable* child = new AsteroidMinable(this->context, extra+1, this->getPosition() + Vector3(num*5, 0, 0)); |
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355 | // if(!(child == nullptr)){//Errorgebastel |
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356 | |
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357 | // Position zu spaet gesetzt? Tick nicht atomar -> falsche Groesse evtl? |
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358 | |
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359 | // child->setSize(extra + 1); |
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360 | |
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361 | // //OFFEN:Kollision der Kinder verhindern |
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362 | // //Relativ zu Elternteil automatisch? |
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363 | // //Typ position:rand()*Vektoriwas? |
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364 | // //pawn->getWorldPosition() + Vector3(30,0,-30); |
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365 | // child->setPosition(this->getPosition() + Vector3(num*5, 0, 0)); |
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366 | // //child->setPosition(Vector3(0,0,0)); |
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367 | |
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368 | if(child == nullptr){ |
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369 | orxout(internal_error, context::pickups) << "Weird, can't create new AsteroidMinable." << endl; |
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370 | } |
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371 | |
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372 | |
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373 | |
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374 | //orxout() << "Done: Creating new Asteroid" << endl; |
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375 | |
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376 | // } |
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377 | |
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378 | |
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379 | // Pawn* pawn = this->carrierToPawnHelper(); |
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380 | // if(pawn == nullptr) // If the PickupCarrier is no Pawn, then this pickup is useless and therefore is destroyed. |
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381 | // this->Pickupable::destroy(); |
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382 | |
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383 | // //Attach to pawn |
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384 | // Drone* drone = new Drone(pawn->getContext()); // this is neccessary because the projectiles fired need a valid creator for the particlespawner (when colliding against something) |
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385 | // drone->addTemplate(this->getDroneTemplate()); |
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386 | |
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387 | |
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388 | } |
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389 | orxout() << "Leaving spawnChildren() method. " << endl; |
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390 | } |
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391 | |
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392 | |
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393 | void AsteroidMinable::hit(Pawn* originator, const Vector3& force, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage){ |
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394 | |
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395 | orxout() << "AsteroidMining::Hit(Variante 1) Dings aufgerufen. " << endl; |
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396 | |
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397 | // Kollision mit anderem Asteroid oder Pickup (OFFEN: evtl. Spawner oder irgendwas?) verhindern. In diesem Fall einfach nichts tun. |
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398 | // Wird staending aufgerufen -> Rechenleistung? |
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399 | if(orxonox_cast<AsteroidMinable*>(originator) || orxonox_cast<Pickup*>(originator)){return;} |
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400 | this->damage(damage, healthdamage, shielddamage, originator, cs); |
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401 | this->setVelocity(this->getVelocity() + force); |
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402 | |
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403 | |
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404 | |
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405 | // if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator))// && (!this->getController() || !this->getController()->getGodMode()) ) |
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406 | // { |
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407 | // this->damage(damage, healthdamage, shielddamage, originator, cs); |
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408 | // this->setVelocity(this->getVelocity() + force); |
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409 | // } |
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410 | } |
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411 | |
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412 | void AsteroidMinable::hit(Pawn* originator, btManifoldPoint& contactpoint, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage){ |
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413 | |
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414 | orxout() << "AsteroidMining::Hit(Variante 2) Dings aufgerufen. " << endl; |
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415 | // Kollision mit anderem Asteroid oder Pickup (OFFEN: evtl. Spawner oder irgendwas?) verhindern. In diesem Fall einfach nichts tun. |
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416 | // Wird staending aufgerufen -> Rechenleistung? |
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417 | if(orxonox_cast<AsteroidMinable*>(originator) || orxonox_cast<Pickup*>(originator)){return;} |
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418 | |
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419 | |
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420 | |
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421 | this->damage(damage, healthdamage, shielddamage, originator, cs); |
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422 | |
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423 | |
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424 | |
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425 | |
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426 | // if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator))// && (!this->getController() || !this->getController()->getGodMode()) ) |
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427 | // { |
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428 | // this->damage(damage, healthdamage, shielddamage, originator, cs); |
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429 | |
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430 | // //if ( this->getController() ) |
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431 | // // this->getController()->hit(originator, contactpoint, damage); // changed to damage, why shielddamage? |
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432 | // } |
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433 | } |
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434 | |
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435 | |
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436 | |
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437 | |
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438 | // Cast-Test aus movableEntity(): |
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439 | // Pawn* victim = orxonox_cast<Pawn*>(otherObject); |
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440 | // if (victim) |
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441 | |
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442 | |
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443 | |
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444 | |
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445 | //Pawn: |
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446 | // void Pawn::hit(Pawn* originator, const Vector3& force, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage) |
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447 | // { |
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448 | // if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) ) |
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449 | // { |
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450 | // this->damage(damage, healthdamage, shielddamage, originator, cs); |
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451 | // this->setVelocity(this->getVelocity() + force); |
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452 | // } |
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453 | // } |
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454 | |
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455 | // void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage) |
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456 | // { |
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457 | // if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) ) |
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458 | // { |
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459 | // this->damage(damage, healthdamage, shielddamage, originator, cs); |
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460 | |
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461 | // if ( this->getController() ) |
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462 | // this->getController()->hit(originator, contactpoint, damage); // changed to damage, why shielddamage? |
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463 | // } |
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464 | // } |
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465 | |
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466 | |
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467 | |
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468 | |
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469 | // /** |
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470 | // @brief |
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471 | // Virtual function that gets called when this object collides with another. |
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472 | // @param otherObject |
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473 | // The object this one has collided into. |
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474 | // @param ownCollisionShape |
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475 | // The collision shape of the other object |
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476 | // @param contactPoint |
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477 | // Contact point provided by Bullet. Holds more information and can me modified. See return value. |
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478 | // @return |
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479 | // Returning false means that no modification to the contactPoint has been made. Return true otherwise! |
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480 | // @note |
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481 | // Condition is that enableCollisionCallback() was called. |
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482 | // */ |
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483 | // virtual inline bool collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) |
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484 | // { return false; } /* With false, Bullet assumes no modification to the collision objects. */ |
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485 | |
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486 | // //! Enables the collidesAgainst(.) function. The object doesn't respond to collision otherwise! |
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487 | // inline void enableCollisionCallback() |
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488 | // { this->bCollisionCallbackActive_ = true; this->collisionCallbackActivityChanged(); } |
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489 | |
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490 | |
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491 | |
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492 | // //! Disables the collidesAgainst(.) function. @see enableCollisionCallback() |
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493 | // inline void disableCollisionCallback() |
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494 | // { this->bCollisionCallbackActive_ = false; this->collisionCallbackActivityChanged(); } |
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495 | |
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496 | |
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497 | // //! Tells whether there could be a collision callback via collidesAgainst(.) |
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498 | // inline bool isCollisionCallbackActive() const |
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499 | // { return this->bCollisionCallbackActive_; } |
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500 | |
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501 | // //! Enables or disables collision response (default is of course on) |
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502 | // inline void setCollisionResponse(bool value) |
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503 | // { this->bCollisionResponseActive_ = value; this->collisionResponseActivityChanged(); } |
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504 | |
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505 | |
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506 | // //! Tells whether there could be a collision response |
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507 | // inline bool hasCollisionResponse() |
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508 | // { return this->bCollisionResponseActive_; } |
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509 | |
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510 | |
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511 | } |
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512 | |
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513 | |
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514 | |
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515 | |
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516 | |
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517 | /* |
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518 | void DronePickup::changedUsed(void) |
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519 | { |
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520 | SUPER(DronePickup, changedUsed); |
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521 | |
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522 | // If the pickup has transited to used. |
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523 | if(this->isUsed()) |
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524 | { |
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525 | |
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526 | Pawn* pawn = this->carrierToPawnHelper(); |
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527 | if(pawn == nullptr) // If the PickupCarrier is no Pawn, then this pickup is useless and therefore is destroyed. |
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528 | this->Pickupable::destroy(); |
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529 | |
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530 | //Attach to pawn |
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531 | Drone* drone = new Drone(pawn->getContext()); // this is neccessary because the projectiles fired need a valid creator for the particlespawner (when colliding against something) |
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532 | drone->addTemplate(this->getDroneTemplate()); |
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533 | |
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534 | Controller* controller = drone->getController(); |
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535 | DroneController* droneController = orxonox_cast<DroneController*>(controller); |
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536 | if(droneController != nullptr) |
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537 | { |
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538 | droneController->setOwner(pawn); |
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539 | } |
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540 | |
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541 | Vector3 spawnPosition = pawn->getWorldPosition() + Vector3(30,0,-30); |
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542 | drone->setPosition(spawnPosition); |
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543 | |
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544 | // The pickup has been used up. |
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545 | this->setUsed(false); |
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546 | } |
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547 | else |
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548 | { |
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549 | // If either the pickup can only be used once or it is continuous and used up, it is destroyed upon setting it to unused. |
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550 | if(this->isOnce() || (this->isContinuous() )) |
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551 | { |
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552 | this->Pickupable::destroy(); |
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553 | } |
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554 | } |
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555 | } |
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556 | */ |
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