1 | |
---|
2 | /* ORXONOX - the hottest 3D action shooter ever to exist |
---|
3 | * > www.orxonox.net < |
---|
4 | * |
---|
5 | * |
---|
6 | * License notice: |
---|
7 | * |
---|
8 | * This program is free software; you can redistribute it and/or |
---|
9 | * modify it under the terms of the GNU General Public License |
---|
10 | * as published by the Free Software Foundation; either version 2 |
---|
11 | * of the License, or (at your option) any later version. |
---|
12 | * |
---|
13 | * This program is distributed in the hope that it will be useful, |
---|
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
---|
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
---|
16 | * GNU General Public License for more details. |
---|
17 | * |
---|
18 | * You should have received a copy of the GNU General Public License |
---|
19 | * along with this program; if not, write to the Free Software |
---|
20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
---|
21 | * |
---|
22 | * Author: |
---|
23 | * Fabian 'x3n' Landau |
---|
24 | * Co-authors: |
---|
25 | * Simon Miescher |
---|
26 | * |
---|
27 | */ |
---|
28 | |
---|
29 | /* |
---|
30 | |
---|
31 | * |
---|
32 | * |
---|
33 | * An asteroid which can be destroyed. Some smaller asteroids are created and a pickup |
---|
34 | * spawns. |
---|
35 | * |
---|
36 | * |
---|
37 | * |
---|
38 | |
---|
39 | */ |
---|
40 | |
---|
41 | /* |
---|
42 | Veraenderungstagebuch |
---|
43 | ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ |
---|
44 | |
---|
45 | KNACKPUNKTE: |
---|
46 | o Der neu erscheinende Asteroid versucht, das Pickup aufzusammeln. |
---|
47 | --> Mathematisch genuegend Abstand? |
---|
48 | --> Kollisions-Ausnahme richtig, mit Hit-Methode oder so, auch bei Pickup anpassen? |
---|
49 | --> Den Fall im eigenen Pickup behandeln? |
---|
50 | --> Nur ein Pickup generieren, wenn die Groesse sowieso eins ist? -> Loest Kollisionsproblem nicht. |
---|
51 | |
---|
52 | |
---|
53 | OFFEN: |
---|
54 | o Add custom pickup 'resources'. Weird template stuff -> Problems setting 'size' and other properties? setNumber of Resources. |
---|
55 | o Explosion parts |
---|
56 | o custom HUD |
---|
57 | o asteroidField.lua anpassen, mit 'Mineraliendichten-Parameter'. |
---|
58 | |
---|
59 | HANDBUCH: |
---|
60 | o im Level-File includes/pickups.oxi importieren. |
---|
61 | o Bei der XML-Variante wird beim ersten Aufruf der Tick-Methode ein neuer Asteroid generiert, |
---|
62 | damit die Groesse der Collision Shape korrekt initialisiert wird. |
---|
63 | |
---|
64 | Anpassungen Pickup-Zeug: |
---|
65 | o Pickup.h: Zugriffsänderung createSpawner |
---|
66 | o PickupSpawner.h: Zugriffsrechte setPickupTemplateName() und setMaxSpawnedItems() |
---|
67 | |
---|
68 | ERLEGT: |
---|
69 | o Rand() geht bis zu riesigen Nummern! |
---|
70 | o Pickupgenerierung: vgl. Anpassungen. |
---|
71 | o Dummes fisch-- statt fisch++ , Endlosschleife! |
---|
72 | o Dynamische Definition -> putStuff-Methode, Werte noch nicht durchgesickert. |
---|
73 | o Error-Nachricht: Einfach Argumente leer lassen. |
---|
74 | o Pickups: setMaxSpawned funktioniert nicht -> Bastelloesung: Auf 2 statt eins setzen, erstes wird wohl direkt zerstoert. |
---|
75 | o setHealth: Wird mit Max verwurstelt, war 0. |
---|
76 | o Position nicht gesetzt -> alles im Ursprung, Kollision -> fliegt davon. |
---|
77 | o nimmt zuviel Schaden. -> wird mit maxHealth verwurstelt -> einfach auch setzen. |
---|
78 | |
---|
79 | o Groessenabhaengige Collison shape: Umweg ueber zweiten Konstruktor. |
---|
80 | o Absturz beim Asteroidengenerieren: Health war auf 0 gesetzt! Wurde nur bei der xml-Variante definiert. |
---|
81 | |
---|
82 | NOTIZEN: |
---|
83 | o SUPER entspricht ueberladen, andere Argumente der Methode. |
---|
84 | |
---|
85 | */ |
---|
86 | |
---|
87 | |
---|
88 | #include "../../orxonox/worldentities/pawns/Pawn.h" |
---|
89 | #include "../../orxonox/worldentities/WorldEntity.h" |
---|
90 | |
---|
91 | #include "AsteroidMinable.h" |
---|
92 | |
---|
93 | #include <algorithm> |
---|
94 | |
---|
95 | #include "core/CoreIncludes.h" |
---|
96 | #include "core/GameMode.h" |
---|
97 | #include "core/XMLPort.h" |
---|
98 | #include "core/EventIncludes.h" |
---|
99 | #include "network/NetworkFunction.h" |
---|
100 | |
---|
101 | // #include "infos/PlayerInfo.h" |
---|
102 | // #include "controllers/Controller.h" |
---|
103 | // #include "gametypes/Gametype.h" |
---|
104 | // #include "graphics/ParticleSpawner.h" |
---|
105 | // #include "worldentities/ExplosionChunk.h" |
---|
106 | // #include "worldentities/ExplosionPart.h" |
---|
107 | |
---|
108 | // #include "core/object/ObjectListIterator.h" |
---|
109 | // #include "controllers/FormationController.h" |
---|
110 | |
---|
111 | #include "../pickup/items/HealthPickup.h" |
---|
112 | #include "../pickup/PickupSpawner.h" |
---|
113 | #include "../pickup/Pickup.h" |
---|
114 | //#include "../pickup/pickup ..... pickupable |
---|
115 | #include "../objects/collisionshapes/SphereCollisionShape.h" |
---|
116 | #include "../../orxonox/graphics/Model.h" |
---|
117 | |
---|
118 | |
---|
119 | |
---|
120 | |
---|
121 | |
---|
122 | |
---|
123 | namespace orxonox |
---|
124 | { |
---|
125 | RegisterClass(AsteroidMinable); |
---|
126 | |
---|
127 | |
---|
128 | // This constructor is for XML access only. |
---|
129 | AsteroidMinable::AsteroidMinable(Context* context) : Pawn(context){ |
---|
130 | |
---|
131 | // Da auch noetig? Wegen set in XML-Code? |
---|
132 | RegisterObject(AsteroidMinable); |
---|
133 | |
---|
134 | this->context = context; |
---|
135 | this->initialised = false; |
---|
136 | |
---|
137 | //Noetig, damit nicht sofort zerstoert? |
---|
138 | this->setCollisionType(WorldEntity::CollisionType::Dynamic); |
---|
139 | |
---|
140 | // Old from Pawn |
---|
141 | this->registerVariables(); |
---|
142 | |
---|
143 | orxout() << "AsteroidMining:: Pseudo-Konstruktor passiert!" << endl; |
---|
144 | |
---|
145 | } |
---|
146 | |
---|
147 | // Call this one from other C-files. Takes arguments. |
---|
148 | AsteroidMinable::AsteroidMinable(Context* c, float size, Vector3 position) : Pawn(c){ |
---|
149 | |
---|
150 | RegisterObject(AsteroidMinable); |
---|
151 | |
---|
152 | // Old stuff from pawn |
---|
153 | this->setRadarObjectColour(ColourValue(1.0f, 1.0f, 0.0f, 1.0f)); |
---|
154 | this->setRadarObjectShape(RadarViewable::Shape::Dot); |
---|
155 | this->setCollisionType(WorldEntity::CollisionType::Dynamic); |
---|
156 | |
---|
157 | this->enableCollisionCallback(); |
---|
158 | |
---|
159 | // Default Values |
---|
160 | this->generateSmaller = true; |
---|
161 | //this->setHealth(50); |
---|
162 | this->context = c; |
---|
163 | this->size = size; // customSize |
---|
164 | this->health_ = 15*size;// capped at 200 in pawn or smth? |
---|
165 | this->maxHealth_ = this->health_; |
---|
166 | this->setPosition(position); |
---|
167 | //this->roll = rand()*5; //etwas Drehung. richtige Variable |
---|
168 | |
---|
169 | // // Fliegt davon, irgendwieso. Dies scheint auch nicht zu nuetzen. |
---|
170 | // this->setVelocity(Vector3(0,0,0)); |
---|
171 | |
---|
172 | |
---|
173 | |
---|
174 | // Add Model //<Model position="0,-40,40" yaw="90" pitch="-90" roll="0" scale="4" mesh="ast6.mesh" /> |
---|
175 | Model* hull = new Model(this->context); |
---|
176 | // random one of the 6 shapes |
---|
177 | char meshThingy[] = ""; |
---|
178 | sprintf(meshThingy, "ast%.0f.mesh", (round((5*(double)rand()/(double)RAND_MAX))+1)); // sprintf(str, "Value of Pi = %f", M_PI); |
---|
179 | hull->setMeshSource(meshThingy); |
---|
180 | hull->setScale(this->size); |
---|
181 | this->attach(hull); |
---|
182 | |
---|
183 | // Collision shape |
---|
184 | SphereCollisionShape* cs = new SphereCollisionShape(this->context); |
---|
185 | cs->setRadius((this->size)*2); //OFFEN: Feinabstimmung der Radien. 2.5 in AsteroidField.lua |
---|
186 | this->attachCollisionShape(cs); |
---|
187 | |
---|
188 | // Old from Pawn |
---|
189 | this->registerVariables(); |
---|
190 | |
---|
191 | this->initialised=true; |
---|
192 | |
---|
193 | orxout() << "AsteroidMining:: Initialisierung Zweitkonstruktor abgeschlosssssen." << endl; |
---|
194 | |
---|
195 | } |
---|
196 | |
---|
197 | AsteroidMinable::~AsteroidMinable(){ |
---|
198 | |
---|
199 | } |
---|
200 | |
---|
201 | void AsteroidMinable::putStuff(){ |
---|
202 | |
---|
203 | // Just create a new asteroid to avoid Collision shape scale problems etc. |
---|
204 | AsteroidMinable* reborn = new AsteroidMinable(this->context, this->size, this->getPosition()); |
---|
205 | reborn->toggleShattering(true); // mainly here to avoid 'unused' warning. |
---|
206 | this->~AsteroidMinable(); // seems dangerous. Necessary for efficiency? |
---|
207 | |
---|
208 | } |
---|
209 | |
---|
210 | void AsteroidMinable::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
---|
211 | { |
---|
212 | SUPER(AsteroidMinable, XMLPort, xmlelement, mode); |
---|
213 | // XMLPortParam(PickupSpawner, "pickup", setPickupTemplateName, getPickupTemplateName, xmlelement, mode); |
---|
214 | XMLPortParam(AsteroidMinable, "size", setSize, getSize, xmlelement, mode); |
---|
215 | |
---|
216 | } |
---|
217 | |
---|
218 | void AsteroidMinable::XMLEventPort(Element& xmlelement, XMLPort::Mode mode) |
---|
219 | { |
---|
220 | SUPER(AsteroidMinable, XMLEventPort, xmlelement, mode); |
---|
221 | |
---|
222 | XMLPortEventState(AsteroidMinable, BaseObject, "vulnerability", setVulnerable, xmlelement, mode); |
---|
223 | } |
---|
224 | |
---|
225 | void AsteroidMinable::registerVariables() |
---|
226 | { |
---|
227 | // registerVariable(this->bAlive_, VariableDirection::ToClient); |
---|
228 | // registerVariable(this->bVulnerable_, VariableDirection::ToClient); |
---|
229 | // registerVariable(this->health_, VariableDirection::ToClient); |
---|
230 | // registerVariable(this->maxHealth_, VariableDirection::ToClient); |
---|
231 | |
---|
232 | registerVariable(this->size, VariableDirection::ToClient); |
---|
233 | registerVariable(this->generateSmaller, VariableDirection::ToClient); |
---|
234 | |
---|
235 | registerVariable(this->initialised, VariableDirection::ToClient); |
---|
236 | //registerVariable(this->context, VariableDirection::ToClient); // can't link that since it's a context |
---|
237 | |
---|
238 | |
---|
239 | // float size; |
---|
240 | // bool generateSmaller; |
---|
241 | // bool initialised; |
---|
242 | |
---|
243 | // Context* context; |
---|
244 | } |
---|
245 | |
---|
246 | void AsteroidMinable::tick(float dt) |
---|
247 | { |
---|
248 | if(!(this->initialised)){this->putStuff();} |
---|
249 | |
---|
250 | if(this->health_ <=0){this->death();} |
---|
251 | |
---|
252 | // if(this->initialised){ |
---|
253 | // // this->setVelocity(Vector3(0,0,0)); // Funktioniert, scheint aber unsinnig. |
---|
254 | // orxout() << "Flying at speed: " << this->getVelocity() << endl; |
---|
255 | // } |
---|
256 | |
---|
257 | } |
---|
258 | |
---|
259 | void AsteroidMinable::setSize(float s){ |
---|
260 | this->size = s; |
---|
261 | } |
---|
262 | |
---|
263 | float AsteroidMinable::getSize(){ |
---|
264 | return this->size; |
---|
265 | } |
---|
266 | |
---|
267 | void AsteroidMinable::toggleShattering(bool b){ |
---|
268 | this->generateSmaller = b; |
---|
269 | } |
---|
270 | |
---|
271 | |
---|
272 | void AsteroidMinable::death() //ueberschreiben |
---|
273 | { |
---|
274 | |
---|
275 | orxout() << "AsteroidMinable::Death() aufgerufen." << endl; |
---|
276 | |
---|
277 | // OFFEN: Sauber kapputten |
---|
278 | // just copied other stuff: |
---|
279 | // this->setHealth(1); |
---|
280 | this->bAlive_ = false; |
---|
281 | this->destroyLater(); |
---|
282 | this->setDestroyWhenPlayerLeft(false); |
---|
283 | // pawn -> addExplosionPart |
---|
284 | // this->goWithStyle(); |
---|
285 | |
---|
286 | |
---|
287 | // // Stuff that can be harvested. |
---|
288 | // PickupSpawner* thingy = new PickupSpawner(this->context); |
---|
289 | |
---|
290 | // // OFFEN: more precise size relation in custom resource pickup. |
---|
291 | // char tname[] = ""; // can-t overwrite strings easily in C (strcat etc.) |
---|
292 | // if(this->size <= 5){ |
---|
293 | // strcat(tname, "smallmunitionpickup"); |
---|
294 | // }else if(this->size <= 20){ |
---|
295 | // strcat(tname, "mediummunitionpickup"); |
---|
296 | // }else{ |
---|
297 | // strcat(tname, "hugemunitionpickup"); |
---|
298 | // } |
---|
299 | // thingy->setPickupTemplateName(tname); |
---|
300 | // thingy->setPosition(this->getPosition()); |
---|
301 | // thingy->setMaxSpawnedItems(2); // The first somehow gets destroyed immediately. |
---|
302 | // thingy->setRespawnTime(0.5f); |
---|
303 | |
---|
304 | // orxout() << "AsteroidMining::Death(): Passed Pickup stuff!" << endl; |
---|
305 | |
---|
306 | |
---|
307 | // Smaller Parts = 'Children' |
---|
308 | if(this->generateSmaller){ |
---|
309 | this->spawnChildren(); |
---|
310 | } |
---|
311 | |
---|
312 | |
---|
313 | |
---|
314 | |
---|
315 | |
---|
316 | |
---|
317 | |
---|
318 | |
---|
319 | orxout() << "Wieder retour in death() geschafft. " << endl; |
---|
320 | |
---|
321 | // if (this->getGametype() && this->getGametype()->allowPawnDeath(this, this->lastHitOriginator_)) |
---|
322 | // { |
---|
323 | // // Set bAlive_ to false and wait for destroyLater() to do the destruction |
---|
324 | // this->bAlive_ = false; |
---|
325 | // this->destroyLater(); |
---|
326 | |
---|
327 | // this->setDestroyWhenPlayerLeft(false); |
---|
328 | |
---|
329 | // } |
---|
330 | } |
---|
331 | |
---|
332 | |
---|
333 | void AsteroidMinable::spawnChildren(){ |
---|
334 | |
---|
335 | if (this->size <=1){return;} // Absicherung trivialer Fall |
---|
336 | |
---|
337 | |
---|
338 | |
---|
339 | // Spawn smaller Children |
---|
340 | int massRem = this->size-1; //some mass is lost |
---|
341 | int num = round((massRem-1)*(double)rand() / (double)RAND_MAX)+1; // random number of children, at least one // Tweak towards bigger junks? |
---|
342 | // num = 1; // zum Testen mal nur einen generieren. |
---|
343 | |
---|
344 | massRem = massRem-num; |
---|
345 | int extra = 0; |
---|
346 | |
---|
347 | |
---|
348 | //orxout() << "Number of Children: " << num << endl; |
---|
349 | |
---|
350 | |
---|
351 | for(int fisch=num; fisch>=1; --fisch){ |
---|
352 | // to distribute remaining mass |
---|
353 | |
---|
354 | //orxout() << "AsteroidMining::spawnChildren(): Fisch-Variable: " << fisch << endl; |
---|
355 | |
---|
356 | if(fisch==1){ |
---|
357 | extra = massRem; |
---|
358 | }else{ |
---|
359 | extra = round(massRem*(double)rand() / (double)RAND_MAX); |
---|
360 | massRem = massRem-extra; |
---|
361 | |
---|
362 | } |
---|
363 | |
---|
364 | //orxout() << "Mass chosen: " << extra+1 << endl; |
---|
365 | |
---|
366 | //orxout() << "AsteroidMining::spawnChildren(): Inside for-loop." << endl; |
---|
367 | |
---|
368 | //Spawn this child Game crashes! |
---|
369 | //AsteroidMinable* child = new AsteroidMinable(this->context); |
---|
370 | int newMass = extra+1; |
---|
371 | AsteroidMinable* child = new AsteroidMinable(this->context, newMass, this->getPosition() + Vector3(fisch*newMass*2.5, 0, 0)); |
---|
372 | // if(!(child == nullptr)){//Errorgebastel |
---|
373 | |
---|
374 | // Position zu spaet gesetzt? Tick nicht atomar -> falsche Groesse evtl? |
---|
375 | |
---|
376 | // child->setSize(extra + 1); |
---|
377 | |
---|
378 | // //OFFEN:Kollision der Kinder verhindern |
---|
379 | // //Relativ zu Elternteil automatisch? |
---|
380 | // //Typ position:rand()*Vektoriwas? |
---|
381 | // //pawn->getWorldPosition() + Vector3(30,0,-30); |
---|
382 | // child->setPosition(this->getPosition() + Vector3(num*5, 0, 0)); |
---|
383 | // //child->setPosition(Vector3(0,0,0)); |
---|
384 | |
---|
385 | if(child == nullptr){ |
---|
386 | orxout(internal_error, context::pickups) << "Weird, can't create new AsteroidMinable." << endl; |
---|
387 | } |
---|
388 | |
---|
389 | |
---|
390 | |
---|
391 | //orxout() << "Done: Creating new Asteroid" << endl; |
---|
392 | |
---|
393 | // } |
---|
394 | |
---|
395 | |
---|
396 | // Pawn* pawn = this->carrierToPawnHelper(); |
---|
397 | // if(pawn == nullptr) // If the PickupCarrier is no Pawn, then this pickup is useless and therefore is destroyed. |
---|
398 | // this->Pickupable::destroy(); |
---|
399 | |
---|
400 | // //Attach to pawn |
---|
401 | // Drone* drone = new Drone(pawn->getContext()); // this is neccessary because the projectiles fired need a valid creator for the particlespawner (when colliding against something) |
---|
402 | // drone->addTemplate(this->getDroneTemplate()); |
---|
403 | |
---|
404 | |
---|
405 | } |
---|
406 | orxout() << "Leaving spawnChildren() method. " << endl; |
---|
407 | } |
---|
408 | |
---|
409 | |
---|
410 | void AsteroidMinable::hit(Pawn* originator, const Vector3& force, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage){ |
---|
411 | |
---|
412 | orxout() << "AsteroidMining::Hit(Variante 1) Dings aufgerufen. " << endl; |
---|
413 | |
---|
414 | // Kollision mit anderem Asteroid oder Pickup (OFFEN: evtl. Spawner oder irgendwas?) verhindern. In diesem Fall einfach nichts tun. |
---|
415 | // Wird staending aufgerufen -> Rechenleistung? |
---|
416 | if(orxonox_cast<AsteroidMinable*>(originator) || orxonox_cast<Pickup*>(originator)){return;} |
---|
417 | this->damage(damage, healthdamage, shielddamage, originator, cs); |
---|
418 | this->setVelocity(this->getVelocity() + force); |
---|
419 | |
---|
420 | |
---|
421 | |
---|
422 | // if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator))// && (!this->getController() || !this->getController()->getGodMode()) ) |
---|
423 | // { |
---|
424 | // this->damage(damage, healthdamage, shielddamage, originator, cs); |
---|
425 | // this->setVelocity(this->getVelocity() + force); |
---|
426 | // } |
---|
427 | } |
---|
428 | |
---|
429 | void AsteroidMinable::hit(Pawn* originator, btManifoldPoint& contactpoint, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage){ |
---|
430 | |
---|
431 | orxout() << "AsteroidMining::Hit(Variante 2) Dings aufgerufen. " << endl; |
---|
432 | // Kollision mit anderem Asteroid oder Pickup (OFFEN: evtl. Spawner oder irgendwas?) verhindern. In diesem Fall einfach nichts tun. |
---|
433 | // Wird staending aufgerufen -> Rechenleistung? |
---|
434 | if(orxonox_cast<AsteroidMinable*>(originator) || orxonox_cast<Pickup*>(originator)){return;} |
---|
435 | |
---|
436 | orxout() << "Schaden. HP: " << this->health_ << " Dmg: " << damage << " hDmg: " << healthdamage << " sDmg: " << shielddamage << endl; |
---|
437 | |
---|
438 | this->damage(damage, healthdamage, shielddamage, originator, cs); |
---|
439 | |
---|
440 | |
---|
441 | |
---|
442 | |
---|
443 | // if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator))// && (!this->getController() || !this->getController()->getGodMode()) ) |
---|
444 | // { |
---|
445 | // this->damage(damage, healthdamage, shielddamage, originator, cs); |
---|
446 | |
---|
447 | // //if ( this->getController() ) |
---|
448 | // // this->getController()->hit(originator, contactpoint, damage); // changed to damage, why shielddamage? |
---|
449 | // } |
---|
450 | } |
---|
451 | |
---|
452 | |
---|
453 | |
---|
454 | |
---|
455 | // Cast-Test aus movableEntity(): |
---|
456 | // Pawn* victim = orxonox_cast<Pawn*>(otherObject); |
---|
457 | // if (victim) |
---|
458 | |
---|
459 | |
---|
460 | |
---|
461 | |
---|
462 | //Pawn: |
---|
463 | // void Pawn::hit(Pawn* originator, const Vector3& force, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage) |
---|
464 | // { |
---|
465 | // if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) ) |
---|
466 | // { |
---|
467 | // this->damage(damage, healthdamage, shielddamage, originator, cs); |
---|
468 | // this->setVelocity(this->getVelocity() + force); |
---|
469 | // } |
---|
470 | // } |
---|
471 | |
---|
472 | // void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, const btCollisionShape* cs, float damage, float healthdamage, float shielddamage) |
---|
473 | // { |
---|
474 | // if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) ) |
---|
475 | // { |
---|
476 | // this->damage(damage, healthdamage, shielddamage, originator, cs); |
---|
477 | |
---|
478 | // if ( this->getController() ) |
---|
479 | // this->getController()->hit(originator, contactpoint, damage); // changed to damage, why shielddamage? |
---|
480 | // } |
---|
481 | // } |
---|
482 | |
---|
483 | |
---|
484 | |
---|
485 | |
---|
486 | // /** |
---|
487 | // @brief |
---|
488 | // Virtual function that gets called when this object collides with another. |
---|
489 | // @param otherObject |
---|
490 | // The object this one has collided into. |
---|
491 | // @param ownCollisionShape |
---|
492 | // The collision shape of the other object |
---|
493 | // @param contactPoint |
---|
494 | // Contact point provided by Bullet. Holds more information and can me modified. See return value. |
---|
495 | // @return |
---|
496 | // Returning false means that no modification to the contactPoint has been made. Return true otherwise! |
---|
497 | // @note |
---|
498 | // Condition is that enableCollisionCallback() was called. |
---|
499 | // */ |
---|
500 | // virtual inline bool collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) |
---|
501 | // { return false; } /* With false, Bullet assumes no modification to the collision objects. */ |
---|
502 | |
---|
503 | // //! Enables the collidesAgainst(.) function. The object doesn't respond to collision otherwise! |
---|
504 | // inline void enableCollisionCallback() |
---|
505 | // { this->bCollisionCallbackActive_ = true; this->collisionCallbackActivityChanged(); } |
---|
506 | |
---|
507 | |
---|
508 | |
---|
509 | // //! Disables the collidesAgainst(.) function. @see enableCollisionCallback() |
---|
510 | // inline void disableCollisionCallback() |
---|
511 | // { this->bCollisionCallbackActive_ = false; this->collisionCallbackActivityChanged(); } |
---|
512 | |
---|
513 | |
---|
514 | // //! Tells whether there could be a collision callback via collidesAgainst(.) |
---|
515 | // inline bool isCollisionCallbackActive() const |
---|
516 | // { return this->bCollisionCallbackActive_; } |
---|
517 | |
---|
518 | // //! Enables or disables collision response (default is of course on) |
---|
519 | // inline void setCollisionResponse(bool value) |
---|
520 | // { this->bCollisionResponseActive_ = value; this->collisionResponseActivityChanged(); } |
---|
521 | |
---|
522 | |
---|
523 | // //! Tells whether there could be a collision response |
---|
524 | // inline bool hasCollisionResponse() |
---|
525 | // { return this->bCollisionResponseActive_; } |
---|
526 | |
---|
527 | |
---|
528 | } |
---|
529 | |
---|
530 | |
---|
531 | |
---|
532 | |
---|
533 | |
---|
534 | /* |
---|
535 | void DronePickup::changedUsed(void) |
---|
536 | { |
---|
537 | SUPER(DronePickup, changedUsed); |
---|
538 | |
---|
539 | // If the pickup has transited to used. |
---|
540 | if(this->isUsed()) |
---|
541 | { |
---|
542 | |
---|
543 | Pawn* pawn = this->carrierToPawnHelper(); |
---|
544 | if(pawn == nullptr) // If the PickupCarrier is no Pawn, then this pickup is useless and therefore is destroyed. |
---|
545 | this->Pickupable::destroy(); |
---|
546 | |
---|
547 | //Attach to pawn |
---|
548 | Drone* drone = new Drone(pawn->getContext()); // this is neccessary because the projectiles fired need a valid creator for the particlespawner (when colliding against something) |
---|
549 | drone->addTemplate(this->getDroneTemplate()); |
---|
550 | |
---|
551 | Controller* controller = drone->getController(); |
---|
552 | DroneController* droneController = orxonox_cast<DroneController*>(controller); |
---|
553 | if(droneController != nullptr) |
---|
554 | { |
---|
555 | droneController->setOwner(pawn); |
---|
556 | } |
---|
557 | |
---|
558 | Vector3 spawnPosition = pawn->getWorldPosition() + Vector3(30,0,-30); |
---|
559 | drone->setPosition(spawnPosition); |
---|
560 | |
---|
561 | // The pickup has been used up. |
---|
562 | this->setUsed(false); |
---|
563 | } |
---|
564 | else |
---|
565 | { |
---|
566 | // If either the pickup can only be used once or it is continuous and used up, it is destroyed upon setting it to unused. |
---|
567 | if(this->isOnce() || (this->isContinuous() )) |
---|
568 | { |
---|
569 | this->Pickupable::destroy(); |
---|
570 | } |
---|
571 | } |
---|
572 | } |
---|
573 | */ |
---|