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Changeset 10670 in orxonox.OLD


Ignore:
Timestamp:
Jun 5, 2007, 2:48:15 PM (17 years ago)
Author:
nicolasc
Message:

moved "ship attributes" to world entity
electronic and shield widget not yet working

Location:
branches/vs-enhencements/src
Files:
9 edited

Legend:

Unmodified
Added
Removed
  • branches/vs-enhencements/src/lib/graphics/importer/bsp/bsp_manager.cc

    r10618 r10670  
    173173  // erase alreadyVisible
    174174  for(int i = 0; i < this->bspFile->numFaces; i++) this->alreadyVisible[i] = false;
    175   float tmp = 0;
     175//   float tmp = 0;
    176176  //this->opal.clear();
    177177  //this->trasparent.clear();
     
    186186
    187187  this->viewDir=    State::getCamera()->getAbsDirX();
    188   float d = (cam.x*viewDir.x + cam.y*viewDir.y + cam.z * viewDir.z);
     188//   float d = (cam.x*viewDir.x + cam.y*viewDir.y + cam.z * viewDir.z);
    189189
    190190  BspTreeNode*  ActLeaf = this->getLeaf(this->bspFile->root, &ship);
     
    254254
    255255    for(int i = 0; i <  this->bspFile->numLeafs   ; ++i ) {
    256       leaf& camLeaf =  (this->bspFile->leaves)[ActLeaf->leafIndex] ;
     256//       leaf& camLeaf =  (this->bspFile->leaves)[ActLeaf->leafIndex] ;
    257257      leaf& curLeaf =  (this->bspFile->leaves)[i] ;
    258258      int& cluster =  curLeaf.cluster;
  • branches/vs-enhencements/src/util/hud.cc

    r10659 r10670  
    138138}
    139139
    140 void Hud::setShiledWidget(OrxGui::GLGuiWidget* widget)
     140void Hud::setShieldWidget(OrxGui::GLGuiWidget* widget)
    141141{
    142142  /*
  • branches/vs-enhencements/src/util/hud.h

    r10368 r10670  
    3939  void setBackGround();
    4040  void setEnergyWidget(OrxGui::GLGuiWidget* widget);
    41   void setShiledWidget(OrxGui::GLGuiWidget* widget);
     41  void setShieldWidget(OrxGui::GLGuiWidget* widget);
    4242  void setArmorWidget(OrxGui::GLGuiWidget* widget);
    4343  inline OrxGui::GLGuiWidget* getEnergyWidget() {return this->energyWidget;};
  • branches/vs-enhencements/src/world_entities/playable.h

    r10368 r10670  
    3232  typedef enum {
    3333    Vertical         =  1,       //!< Vertical (seen from left or right/move in x-z)
    34     Horizontal       =  2,       //!< Horizontal (seet from the top/move in x-y)
     34    Horizontal       =  2,       //!< Horizontal (seen from the top/move in x-y)
    3535    FromBehind       =  4,       //!< Seen from behind (move in z-y)
    3636    Full3D           =  8,       //!< Full featured 3D-mode. (move in all directions x-y-z)
  • branches/vs-enhencements/src/world_entities/projectiles/swarm_projectile.cc

    r10649 r10670  
    204204/** old  guiding function*/
    205205
    206   float projectileVelocity = this->getVelocity().len();
     206  static float projectileVelocity = this->getVelocity().len();
    207207  if (target != NULL){
    208     Vector estTargetDir = (this->target->getAbsCoor() - this->getAbsCoor()).getNormalized();
     208    static Vector estTargetDir = (this->target->getAbsCoor() - this->getAbsCoor()).getNormalized();
    209209    this->velocity = this->newDirection(this->velocity, estTargetDir, this->turningSpeed * time );
    210210  }
  • branches/vs-enhencements/src/world_entities/space_ships/space_ship.cc

    r10669 r10670  
    161161  this->secWeaponMan.setSlotCount(6);
    162162
    163   this->weaponMan.createWeaponSlot(0, 3.006, 1.028, .155, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
    164   this->weaponMan.createWeaponSlot(1, 3.006, 1.028, -.155, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
    165   this->weaponMan.createWeaponSlot(2, 4.03, .063, .876, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
    166   this->weaponMan.createWeaponSlot(3, 4.03, -.063, -.876, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
    167   this->weaponMan.createWeaponSlot(4, 1.431, -.612, 2.691, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
    168   this->weaponMan.createWeaponSlot(5, 1.431, -.612, -2.691, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
    169   this->weaponMan.createWeaponSlot(6, 1.431, -.612, 3.254, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
    170   this->weaponMan.createWeaponSlot(7, 1.431, -.612, -3.254, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
     163  this->weaponMan.createWeaponSlot(0, 3.270, 1.028, .155, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
     164  this->weaponMan.createWeaponSlot(1, 3.270, 1.028, -.155, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
     165  this->weaponMan.createWeaponSlot(2, 4.385, .063, .876, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
     166  this->weaponMan.createWeaponSlot(3, 4.385, -.063, -.876, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
     167  this->weaponMan.createWeaponSlot(4, 1.635, -.612, 2.691, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
     168  this->weaponMan.createWeaponSlot(5, 1.536, -.612, -2.691, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
     169  this->weaponMan.createWeaponSlot(6, 1.536, -.612, 3.254, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
     170  this->weaponMan.createWeaponSlot(7, 1.536, -.612, -3.254, WTYPE_ALLDIRS | WTYPE_DIRECTIONAL);
    171171
    172172
     
    212212
    213213
    214   setEnergyShare(.3,.3,.4);
    215   setShield(100, 100, .2, 2);
    216   setArmor(100, 100);
    217   setElectronic(50, 50, .7, 3.0);
     214//   loadEnergyShare(.3,.3,.4);
     215//   loadShield(80, 100, .2, 2);
     216//   loadHealth(100, 100, 0);
     217//   loadElectronic(40, 50, .7, 3.0);
    218218
    219219//   this->loadModel("models/spaceships/fighter_redesign9.obj");
     
    232232
    233233
    234   this->electronicWidget = NULL;
    235   this->shieldWidget = NULL;
     234//   this->electronicWidget = NULL;
     235//   this->shieldWidget = NULL;
    236236
    237237  //add events to the eventlist
     
    290290
    291291
    292   this->toList(OM_GROUP_00);
     292//   this->toList(OM_GROUP_00);
     293
     294  if ( this->hasPlayer() ){
     295    State::getPlayer()->hud().setShieldWidget(this->getShieldWidget());
     296    State::getPlayer()->hud().setEnergyWidget(this->getElectronicWidget());
     297  }
    293298}
    294299
     
    313318  LoadParam(root, "setReactor", this, SpaceShip, setReactor)
    314319  .describe("set reactor output");
    315   LoadParam(root, "setShield", this, SpaceShip, setShield)
     320  LoadParam(root, "loadShield", this, WorldEntity, loadShield)
    316321  .describe("set shield parameters: current strenght , max strenght, threshhold value (0..1), regeneration rate");
    317   LoadParam(root, "setArmor", this, SpaceShip, setArmor)
     322  LoadParam(root, "loadHealth", this, WorldEntity, loadHealth)
    318323  .describe("set armor/health parameters: current strenght , max strenght");
    319   LoadParam(root, "setElectronic", this, SpaceShip, setElectronic)
     324  LoadParam(root, "loadElectronic", this, WorldEntity, loadElectronic)
    320325  .describe("set electronics parameters: current strenght , max strenght, threshhold value (0..1), regeneration rate");
    321326  LoadParam(root, "setEngine", this, SpaceShip, setEngine)
    322327  .describe("set base speed");
    323   LoadParam(root, "setEnergyShare", this, SpaceShip, setEnergyShare)
     328  LoadParam(root, "loadEnergyShare", this, SpaceShip, loadEnergyShare)
    324329  .describe("set energy partitioning: shield, weapons, engine (sum should be 1)");
    325330  LoadParam(root, "setWeapon", this, SpaceShip, setWeapon)
     
    352357  bForward = bBackward = bLeft = bRight = bAscend = bDescend = bRollL = bRollR = bFire = bSecFire = false;
    353358
    354 
    355 //   this->armorCur = this->armorMax;
    356   this->setHealth(this->getHealthMax());
    357   this->shieldCur = this->shieldMax;
    358   this->shieldActive = true;
    359   this->electronicCur = this->electronicMax;
    360 //   this->updateHealth();
     359  this->resetHealth();
     360  this->resetShield();
     361  this->resetElectronic();
    361362  this->velocity = Vector(0.0, 0.0, 0.0);
    362363}
     
    664665  PRINTF(5)("ship hit for (%f,%f) \n",pDamage,eDamage);
    665666
    666   if( this->shieldActive) {
    667     if( this->shieldCur > pDamage) {
    668       this->shieldCur = this->shieldCur - pDamage;
    669     }
    670     else { // shield <= pDamage
    671       this->shieldCur -=pDamage;
    672       this->shieldActive = false; //shield collapses
    673       pDamage += this->shieldCur;
    674       if( !this->shieldActive) {
    675         this->decreaseHealth( pDamage / 2); // remaining damages hits armor at half rate
    676         this->electronicCur -= eDamage;
    677       }
    678     }
    679   }
    680   else {
    681     this->decreaseHealth(pDamage);
    682     this->electronicCur = this->electronicCur - eDamage;
    683   }
    684   if( this->getHealth() <= 0) { /* FIXME implement shipcrash*/ }
     667  static float tmp = this->decreaseShield(pDamage);
     668  if( tmp > 0)
     669  if ( this->decreaseHealth(tmp / 2) )
    685670    this->destroy(this);
    686671
    687   updateElectronicWidget();
    688   updateShieldWidget();
    689 
    690 //   this->setHealth( this->armorCur);
    691 }
    692 
    693 
    694 void SpaceShip::regen(float time){
    695   static float tmp, armorCur, armorMax;
    696   if (armorCur != armorMax || this->armorRegen != 0){
    697     tmp = armorCur + armorRegen * time;
    698     if ( tmp > armorMax)
    699       armorCur = armorMax;
    700     else
    701       armorCur = tmp;
    702   }
    703   if (this->shieldCur != this->shieldMax || this->shieldRegen != 0){
    704     tmp =  this->shieldCur + (this->shieldRegen + this->reactorOutput * this->shieldEnergyShare) * time;
    705     if( tmp > shieldMax)
    706       this->shieldCur = this->shieldMax;
    707     else
    708       this->shieldCur = tmp;
    709     this->shieldActive = ( this->shieldActive || this->shieldCur > shieldTH);
    710 
    711     updateShieldWidget();
    712   }
    713 
    714   this->setHealth( this->shieldCur);      // FIXME currently just to test share system
    715 
    716   if (this->electronicCur != this->electronicMax || this->electronicRegen != 0){
    717     tmp = this->electronicCur + this->electronicRegen * time;
    718     if ( tmp > electronicMax)
    719       this->electronicCur = this->electronicMax;
    720     else
    721       this->electronicCur = tmp;
    722 
    723     updateElectronicWidget();
    724   }
    725 
    726 }
     672}
     673
    727674
    728675
     
    733680void SpaceShip::weaponRegen(float time)
    734681{
    735   float energy  = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time;
     682  float energy = ( this->reactorOutput * this->weaponEnergyShare + this->weaponEnergyRegen) * time ;
    736683  Weapon* weapon;
    737   for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++)
    738   {
     684  int weaponCount = 0;
     685  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++) {
    739686    weapon = this->weaponMan.getWeapon(i);
    740     if( weapon != NULL && weapon->isActive())
    741     {
     687    if( weapon != NULL && weapon->isActive()) {
     688      weaponCount++;
     689    }
     690  }
     691
     692  if (weaponCount == 0)
     693    return;
     694  energy *= ( this->weaponMan.getSlotCount() / (float)weaponCount );
     695
     696  for( unsigned int i=0; i < this->weaponMan.getSlotCount(); i++) {
     697    weapon = this->weaponMan.getWeapon(i);
     698    if( weapon != NULL && weapon->isActive()) {
    742699      weapon->increaseEnergy( energy);
    743700    }
    744 
    745701  }
    746702  // weaponMan.increaseAmmunition( weapon, energy);
     
    748704
    749705
    750 void SpaceShip::enterPlaymode(Playable::Playmode playmode)
    751 {
     706void SpaceShip::enterPlaymode(Playable::Playmode playmode){
    752707  switch(playmode)
    753708  {
     
    810765      break;
    811766
    812    
     767
    813768    case Playable::Vertical:
    814769    {
     
    832787        //this->setCameraMode(Camera::ViewNormal);
    833788        State::getCamera()->setEventHandling(false);
    834        
     789
    835790        PRINTF(0)("\n\n\n\n\n\n\n\nSETCAMERA %x\n\n\n\n\n\n\n", State::getCamera());
    836791        State::getCamera()->setViewMode(Camera::ViewNormal);
     
    838793        State::getCamera()->setParent(this);
    839794
    840        
    841        
     795
    842796        registerEvent(KeyMapper::PEV_VIEW0);
    843797        registerEvent(KeyMapper::PEV_VIEW1);
     
    848802
    849803        State::getCamera()->setParentMode(PNODE_ALL);
    850      
     804
    851805      break;
    852806    }
    853      
     807
    854808    default:
    855809      PRINTF(2)("Playmode %s Not Implemented in %s\n", Playable::playmodeToString(this->getPlaymode()).c_str(), this->getClassCName());
     
    1020974      }
    1021975      ActionBox * box = entityTrack->getActionBox();
    1022      
     976
    1023977      this->travelVelocity = Vector(0, 0, 0);
    1024978      float ssss = 50;
     
    1039993        this->travelVelocity += Vector( 0, 0, ssss );
    1040994      }
    1041      
     995
    1042996      Vector ds = this->travelVelocity*dt;
    1043997      Vector newPos = this->getRelCoor() + ds;
     
    10921046}
    10931047
    1094 void SpaceShip::updateElectronicWidget()
    1095 {
    1096   if (this->electronicWidget != NULL)
    1097   { //if it exists already: update it
    1098      this->electronicWidget->setMaximum(this->electronicMax);
    1099      this->electronicWidget->setValue(this->electronicCur);
    1100   }
    1101   else
    1102   { //create the widget
    1103     this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
    1104     this->electronicWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
    1105     //this->electronicWidget->setDisplayedName("Electronics:");
    1106     //this->electronicWidget->setSize2D(100,20);
    1107     //this->electronicWidget->setAbsCoor2D(150,200);
    1108     this->updateElectronicWidget();
    1109     if (this->hasPlayer())
    1110       State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
    1111   }
    1112 }
    1113 
    1114 void SpaceShip::updateShieldWidget()
    1115 {
    1116   if (this->shieldWidget != NULL)
    1117   {
    1118     this->shieldWidget->setMaximum(this->shieldMax);
    1119     this->shieldWidget->setValue(this->shieldCur);;
    1120   }
    1121   else
    1122   {
    1123     this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
    1124     this->shieldWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
    1125     //this->shieldWidget->setDisplayedName("Shield:");
    1126     //his->shieldWidget->setSize2D(100,20);
    1127     //this->shieldWidget->setAbsCoor2D(200,200);
    1128     this->updateShieldWidget();
    1129     if (this->hasPlayer())
    1130       State::getPlayer()->hud().setShiledWidget(this->shieldWidget);
    1131   }
    1132 }
     1048// void SpaceShip::updateElectronicWidget()
     1049// {
     1050//   if (this->electronicWidget != NULL)
     1051//   { //if it exists already: update it
     1052//      this->electronicWidget->setMaximum(this->electronicMax);
     1053//      this->electronicWidget->setValue(this->electronicCur);
     1054//   }
     1055//   else
     1056//   { //create the widget
     1057//     this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
     1058//     this->electronicWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
     1059//     //this->electronicWidget->setDisplayedName("Electronics:");
     1060//     //this->electronicWidget->setSize2D(100,20);
     1061//     //this->electronicWidget->setAbsCoor2D(150,200);
     1062//     this->updateElectronicWidget();
     1063//     if (this->hasPlayer())
     1064//       State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
     1065//   }
     1066// }
     1067//
     1068// void SpaceShip::updateShieldWidget()
     1069// {
     1070//   if (this->shieldWidget != NULL)
     1071//   {
     1072//     this->shieldWidget->setMaximum(this->shieldMax);
     1073//     this->shieldWidget->setValue(this->shieldCur);;
     1074//   }
     1075//   else
     1076//   {
     1077//     this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
     1078//     this->shieldWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
     1079//     //this->shieldWidget->setDisplayedName("Shield:");
     1080//     //his->shieldWidget->setSize2D(100,20);
     1081//     //this->shieldWidget->setAbsCoor2D(200,200);
     1082//     this->updateShieldWidget();
     1083//     if (this->hasPlayer())
     1084//       State::getPlayer()->hud().setShiledWidget(this->shieldWidget);
     1085//   }
     1086// }
    11331087
    11341088void SpaceShip::setCameraDistance(float dist)
     
    11831137};
    11841138
    1185 // void SpaceShip::addWeaponToSlot(int wm, int config, int slot, const std::string& weaponName){
    1186 //   if (wm == 1) { this->weaponMan.addWeapon( Weapon::createWeapon( weaponName ), config, slot); }
    1187 //   if (wm == 1) { this->weaponMan.addWeapon( Weapon::createWeapon( weaponName ), config, slot); }
    1188 //   else return;
    1189 // }
    1190 
     1139
  • branches/vs-enhencements/src/world_entities/space_ships/space_ship.h

    r10669 r10670  
    1212#include "playable.h"
    1313#include "extendable.h"
     14#include "world_entity.h"
    1415
    1516// Forward Declaration
     
    6465
    6566    //!< functions for XML loading
    66     inline void setReactor(float output) {this->reactorOutput = output; };
    67     inline void setShield(float cur, float max, float th, float regen)
    68         { this->shieldCur = cur; this->shieldMax = max; this->shieldTH = th; this->shieldRegen = regen;};
    69     inline void setArmor(float cur, float max) { this->setHealth(cur); this->setHealthMax(max); };
    70     inline void setElectronic(float cur, float max, float th, float regen)
    71         { this->electronicCur = cur; this->electronicMax = max; this->electronicTH = th; this->electronicRegen = regen; };
    72     inline void setEngine( float speedBase) {this->engineSpeedBase = speedBase; };
    73     inline void setEnergyShare(float shield, float weapon, float engine)
     67    void setReactor(float output) {this->reactorOutput = output; };
     68    void setEngine( float speedBase) {this->engineSpeedBase = speedBase; };
     69    void loadEnergyShare(float shield, float weapon, float engine)
    7470        { float tmp = shield + weapon + engine; if (unlikely (tmp > 1)) { tmp = 1/tmp; }
    75           // dirty safety hack, prevents total share being bigger than 1!!
     71          // HACK dirty safety hack, prevents total share being bigger than 1!!
    7672          this->shieldEnergyShare = shield * tmp;
    7773          this->weaponEnergyShare = weapon * tmp;
     
    7975    inline void setWeapon(float regen) { this->weaponEnergyRegen = regen; };
    8076
    81     //!< Resynchonizes armor with health in WE!!
    82 //     inline void updateHealth() { this->setHealth(this->armorCur); this->setHealthMax(this->armorMax); };
    83 
    8477    void addWeaponToSlot(int wm, int config, int slot, const std::string& weaponName);
    85 
    86     //Functions for GUI
    87     inline float getShieldCur() { return this->shieldCur; };        //!< returns current shield value
    88     inline float getShieldMax() { return this->shieldMax; };        //!< returns maximum shield value
    89 
    90     inline float getArmorCur() { return this->getHealth(); };          //!< returns current armor value
    91     inline float getArmorMax() { return this->getHealthMax(); };          //!< returns current armor value
    92 
    93     inline float getElectronicCur() { return this->electronicCur; }; //!< returns current electronic value
    94     inline float getElectronicMax() { return this->electronicMax; }; //!< returns current electronic value
    9578
    9679    inline PNode* getTravelNode() { return this->travelNode; };
     
    121104    //void calculateVelocity(float time);
    122105
    123     void regen(float time);  //!< handler for shield and electronic regeneration
     106//    void regen(float time);  //!< handler for shield and electronic regeneration
    124107
    125108    void weaponRegen(float time);   //!< weapon energy regeneration
    126109
    127     inline bool systemFailure() {  return (this->electronicCur < float(rand())/float(RAND_MAX) * this->electronicTH); };
    128 
    129     void updateElectronicWidget();
    130     void updateShieldWidget();
     110//     inline bool systemFailure() {  return (this->getElectronic() < float(rand())/float(RAND_MAX) * this->getElectronicTH()); };
     111
     112//     void updateElectronicWidget();
     113//     void updateShieldWidget();
    131114
    132115    //WeaponManager         weaponMan;      //!< the primary weapon manager: managing a list of energy weapons to wepaon-slot mapping
     
    136119
    137120    //ship atributes
    138     float       shieldCur;          //!< current shield
    139     float       shieldMax;          //!< maximum shield
    140     float       shieldEnergyShare;  //!< percentage of reactor output
    141     float       shieldRegen;        //!< shield regeneration rate per second
    142     float       shieldTH;           //!< shield threshhold for reactivation
    143     bool        shieldActive;       //!< wheather the shield is working
    144     OrxGui::GLGuiEnergyWidgetVertical* shieldWidget; //!< holds the widget that shows the shield bar
     121//    float       shieldCur;          //!< current shield
     122//    float       shieldMax;          //!< maximum shield
     123//    float       shieldRegen;        //!< shield regeneration rate per second
     124//    float       shieldTH;           //!< shield threshhold for reactivation
     125//    bool        shieldActive;       //!< wheather the shield is working
     126//    OrxGui::GLGuiEnergyWidgetVertical* shieldWidget; //!< holds the widget that shows the shield bar
    145127
    146128//    float       armorCur;           //!< current armor
    147129//    float       armorMax;           //!< maximum armor
    148     float       armorRegen;         //!< armor regeneration per tick (usable on bioships?)
     130//    float       armorRegen;         //!< armor regeneration per tick (usable on bioships?)
    149131    //note that the armor widget is set on the health- widget in world- entity (see in player.cc)
    150132
    151     float       electronicCur;      //!< current electronic
    152     float       electronicMax;      //!< maximum electronic
    153     float       electronicRegen;    //!< electronic regenration rate per tick
    154     float       electronicTH;       //!< Threshhold for electronic failure
    155     OrxGui::GLGuiEnergyWidgetVertical* electronicWidget; //!< holds the widget that shows the electronic bar
     133//    float       electronicCur;      //!< current electronic
     134//    float       electronicMax;      //!< maximum electronic
     135//    float       electronicRegen;    //!< electronic regenration rate per tick
     136//    float       electronicTH;       //!< Threshhold for electronic failure
     137//    OrxGui::GLGuiEnergyWidgetVertical* electronicWidget; //!< holds the widget that shows the electronic bar
    156138
    157139    float       engineSpeedCur;     //!< speed output for movement = speed base + energy share part
     
    159141    int         enginePowerConsume; //!< energy needed
    160142    float       engineEnergyShare;  //!< percentage of reactor output
     143    float       shieldEnergyShare;  //!< percentage of reactor output
    161144
    162145    int         weaponEnergySlot;   //!< number of energy weapon slots
  • branches/vs-enhencements/src/world_entities/world_entity.cc

    r10618 r10670  
    7575  this->aabbNode = NULL;
    7676  this->healthWidget = NULL;
     77  this->electronicWidget = NULL;
     78  this->shieldWidget = NULL;
    7779  this->healthMax = 1.0f;
    7880  this->health = 1.0f;
     
    776778  this->updateHealthWidget();
    777779  return 0.0;
    778 
    779 }
     780}
     781
    780782
    781783/**
     
    792794  this->updateHealthWidget();
    793795}
     796
     797
     798
     799/**
     800 * @param shiled the Shieldstength to add.
     801 * @returns the shield left (this->shieldMax - shiled + this->shield)
     802 */
     803float WorldEntity::increaseShield(float shiled)
     804{
     805  this->shield += shield;
     806  if (this->shield > this->shieldTH * this->shieldMax) { this->bShieldActive = true; }
     807  if (this->shield > this->shieldMax)
     808  {
     809    float retShield = this->shieldMax - this->shield;
     810    this->shield = this->shieldMax;
     811    this->updateShieldWidget();
     812    return retShield;
     813  }
     814  this->updateShieldWidget();
     815  return 0.0;
     816}
     817
     818/**
     819 * @param shield the Shieldstrength to be removed
     820 * @returns 0.0 or the rest, if the shield drops belew 0.0
     821 */
     822float WorldEntity::decreaseShield(float shield)
     823{
     824  this->shield -= shield;
     825
     826  if (this->shield <= 0)
     827  {
     828    float retShield = -this->shield;
     829    this->updateShieldWidget();
     830    this->bShieldActive = false;
     831    return retShield;
     832  }
     833  this->updateShieldWidget();
     834  return 0.0;
     835}
     836
     837
    794838
    795839/**
     
    813857}
    814858
     859
     860void WorldEntity::createShieldWidget()
     861{
     862  if (this->shieldWidget == NULL)
     863  {
     864    this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
     865    this->updateHealthWidget();
     866  }
     867  else
     868    PRINTF(3)("Allready created the ShieldWidget for %s::%s\n", this->getClassCName(), this->getCName());
     869}
     870
     871void WorldEntity::createElectronicWidget()
     872{
     873  if (this->electronicWidget == NULL)
     874  {
     875    this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
     876    this->updateElectronicWidget();
     877  }
     878  else
     879    PRINTF(3)("Allready created the ElectronicWidget for %s::%s\n", this->getClassCName(), this->getCName());
     880}
     881
     882
    815883void WorldEntity::increaseHealthMax(float increaseHealth)
    816884{
     
    822890OrxGui::GLGuiWidget* WorldEntity::getHealthWidget()
    823891{
    824   this->createHealthWidget();
     892  if ( this->healthWidget == NULL)
     893    this->createHealthWidget();
    825894  return this->healthWidget;
    826895}
     896
     897
     898OrxGui::GLGuiWidget* WorldEntity::getShieldWidget()
     899{
     900  if ( this->shieldWidget == NULL)
     901    this->createShieldWidget();
     902  return this->shieldWidget;
     903}
     904
     905
     906OrxGui::GLGuiWidget* WorldEntity::getElectronicWidget()
     907{
     908  if ( this->electronicWidget == NULL)
     909    this->createElectronicWidget();
     910  return this->electronicWidget;
     911}
     912
     913
    827914
    828915/**
     
    830917 * (creates the widget if needed)
    831918 */
    832 void WorldEntity::setHealthWidgetVisibilit(bool visibility)
     919void WorldEntity::setHealthWidgetVisibility(bool visibility)
    833920{
    834921  if (visibility)
     
    890977  }
    891978}
     979
     980/**
     981 * @brief updates the Electronic Widget
     982 */
     983//!< xferred from spaceship
     984void WorldEntity::updateElectronicWidget(){
     985  if (this->electronicWidget != NULL)
     986  { //if it exists already: update it
     987     this->electronicWidget->setMaximum(this->electronicMax);
     988     this->electronicWidget->setValue(this->electronic);
     989  }
     990  else
     991  { //create the widget
     992    this->electronicWidget = new OrxGui::GLGuiEnergyWidgetVertical();
     993    this->electronicWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
     994    //this->electronicWidget->setDisplayedName("Electronics:");
     995    //this->electronicWidget->setSize2D(100,20);
     996    //this->electronicWidget->setAbsCoor2D(150,200);
     997    this->updateElectronicWidget();
     998//     if ( dynamic_cast<SpaceShip*>(this)->hasPlayer() )
     999//       State::getPlayer()->hud().setEnergyWidget(this->electronicWidget);
     1000  }
     1001}
     1002
     1003/**
     1004 * @brief updates the ShieldWidget
     1005 */
     1006//!< xferred from spaceship
     1007void WorldEntity::updateShieldWidget()
     1008{
     1009  if (this->shieldWidget != NULL)
     1010  {
     1011    this->shieldWidget->setMaximum(this->shieldMax);
     1012    this->shieldWidget->setValue(this->shield);;
     1013  }
     1014  else
     1015  {
     1016    this->shieldWidget = new OrxGui::GLGuiEnergyWidgetVertical();
     1017    this->shieldWidget->getBarWidget()->setChangedValueColor(Color(1,0,0,1));
     1018    //this->shieldWidget->setDisplayedName("Shield:");
     1019    //his->shieldWidget->setSize2D(100,20);
     1020    //this->shieldWidget->setAbsCoor2D(200,200);
     1021    this->updateShieldWidget();
     1022//     if (dynamic_cast<SpaceShip*>(this)->hasPlayer())
     1023//       State::getPlayer()->hud().setShieldWidget(this->shieldWidget);
     1024  }
     1025}
     1026
    8921027
    8931028
     
    9851120}
    9861121
     1122
     1123void WorldEntity::regen(float time){
     1124  static float tmp;
     1125  increaseHealth(time * this->healthRegen);
     1126  increaseShield(time * this->shieldRegen);
     1127//   updateHealthWidget();
     1128//   updateShieldWidget();
     1129
     1130  //this->setHealth( this->shieldCur);      // FIXME currently just to test share system
     1131
     1132  if (this->electronic != this->electronicMax || this->electronicRegen != 0){
     1133    tmp = this->electronic + this->electronicRegen * time;
     1134    if ( tmp > electronicMax)
     1135      this->electronic = this->electronicMax;
     1136    else
     1137      this->electronic = tmp;
     1138
     1139    updateElectronicWidget();
     1140  }
     1141
     1142}
  • branches/vs-enhencements/src/world_entities/world_entity.h

    r10669 r10670  
    161161  void increaseHealthMax(float increaseHealth);
    162162  OrxGui::GLGuiWidget* getHealthWidget();
     163  OrxGui::GLGuiWidget* getShieldWidget();
     164  OrxGui::GLGuiWidget* getElectronicWidget();
    163165  bool hasHealthWidget() const { return this->healthWidget != NULL; };
    164166
     167  float getShield() const { return this->shield; };
     168  float getShieldMax() const { return this->shieldMax; };
     169  float increaseShield(float shield);
     170  float decreaseShield(float shield);
     171  bool getShieldActive() { return this->bShieldActive; };
     172
     173  float getElectronic() const { return this->electronic; };
     174  float getElectronicMax() const { return this->electronicMax; };
     175  float increaseElectronic(float electronic);
     176  float decreaseElectronic(float electronic);
     177
     178  bool systemFailure() {  return (this->electronic < float(rand())/float(RAND_MAX) * this->electronicTH); };
     179
     180  void resetElectronic() { this->electronic = this->electronicMax; };
     181  void resetShield()  { this->shield = this->shieldMax; this->bShieldActive = true; };
     182  void resetHealth() { this->health = this->healthMax; };
     183
     184
     185  void regen(float time);
     186
     187  void loadShield(float cur, float max, float th, float regen)
     188      { this->setShield(cur); this->setShieldMax(max); this->setShieldTH(th); this->setShieldRegen(regen); };
     189  void loadHealth(float cur, float max, float regen = 0) { this->setHealth(cur); this->setHealthMax(max); this->setHealthRegen(regen); };
     190  void loadElectronic(float cur, float max, float th, float regen)
     191      { this->setElectronic(cur); this->setElectronicMax(max); this->setElectronicTH(th); this->setElectronicRegen(regen); };
     192/*
     193  OrxGui::GLGuiEnergyWidgetVertical* getHealthWidget() { return this->healthWidget; };
     194  OrxGui::GLGuiEnergyWidgetVertical* getShieldWidget() { return this->shieldWidget; };
     195  OrxGui::GLGuiEnergyWidgetVertical* getEnergyWidget() { return this->electronicWidget; };*/
     196
     197
    165198  virtual void varChangeHandler( std::list<int> & id );
     199
     200
    166201
    167202
     
    181216  void pauseTrack(bool stop);
    182217
     218//   void updateHealthWidget();
     219//   void updateElectronicWidget();
     220//   void updateShieldWidget();
    183221
    184222protected:
    185   void setHealth(float health) { this->health = health; this->updateHealthWidget();};
    186   void setHealthWidgetVisibilit(bool visibility);
     223  inline void setHealth(float health) { this->health = health; this->updateHealthWidget();};
     224  void setHealthWidgetVisibility(bool visibility);
    187225  void setHealthMax(float healthMax);
    188226  void createHealthWidget();
     227  void createShieldWidget();
     228  void createElectronicWidget();
     229  void setHealthRegen(float regen) { this->healthRegen = regen; };
    189230    //  CharacterAttributes*    charAttr;         //!< the character attributes of a world_entity
     231
     232  void setShield(float shield) { this->shield = shield; };
     233  void setShieldMax(float shield) { this->shieldMax = shield; };
     234  void setShieldTH(float th) { this->shieldTH = th; };
     235  void setShieldRegen(float regen) { this->shieldRegen = regen; };
     236  void setShieldActive(bool active) { this->bShieldActive = active; };
     237
     238  void setElectronic(float electronic) { this->electronic = electronic; };
     239  void setElectronicMax(float electronic) { this->electronicMax = electronic; };
     240  void setElectronicTH(float th) { this->electronicTH = th; };
     241  void setElectronicRegen(float regen) { this->electronicRegen = regen; };
    190242
    191243  inline void drawDebugTrack(int flag) { this->bDrawTrack = (bool)flag; }
    192244  inline bool isDrawTrack() const { return this->bDrawTrack; }
    193245
    194 
    195246private:
    196247  void updateHealthWidget();
     248  void updateElectronicWidget();
     249  void updateShieldWidget();
    197250  void addTrack(const TiXmlElement* root);
    198251
     
    206259
    207260private:
    208   /// TODO maybe we will move the following three entries and the corresponding functions to Playable AND NPC
     261  //!< TODO maybe we will move the following three entries and the corresponding functions to Playable AND NPC
     262  //!< started transfering shield/electronic/health from spaceship to WE! (nico, 4.Jun.07)
    209263  float                   damage;             //!< the damage dealt to other objects by colliding.
    210264  float                   health;             //!< The Energy of this Entity, if the Entity has any energy at all.
    211265  float                   healthMax;          //!< The Maximal energy this entity can take.
     266  float                   healthRegen;        //!< Regeneration Rate of Health, mesured in units per second
    212267  OrxGui::GLGuiEnergyWidgetVertical* healthWidget;    //!< The Slider (if wanted).
     268
     269  float       shield;             //!< current shield
     270  float       shieldMax;          //!< maximum shield
     271  float       shieldRegen;        //!< shield regeneration rate per second
     272  float       shieldTH;           //!< shield threshhold for reactivation
     273  bool        bShieldActive;      //!< wheather the shield is working
     274  OrxGui::GLGuiEnergyWidgetVertical* shieldWidget; //!< holds the widget that shows the shield bar
     275
     276  float       electronic;         //!< current electronic
     277  float       electronicMax;      //!< maximum electronic
     278  float       electronicRegen;    //!< electronic regenration rate per tick
     279  float       electronicTH;       //!< Threshhold for electronic failure
     280  OrxGui::GLGuiEnergyWidgetVertical* electronicWidget; //!< holds the widget that shows the electronic bar
     281
    213282
    214283  std::vector<Model*>     models;             //!< The model that should be loaded for this entity.
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