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Ignore:
Timestamp:
Jun 14, 2011, 8:53:28 PM (13 years ago)
Author:
dafrick
Message:

Merging presentation branch back into trunk.
There are many new features and also a lot of other changes and bugfixes, if you want to know, digg through the svn log.
Not everything is yet working as it should, but it should be fairly stable. If you habe any bug reports, just send me an email.

Location:
code/trunk
Files:
2 edited

Legend:

Unmodified
Added
Removed
  • code/trunk

  • code/trunk/src/orxonox/worldentities/pawns/Pawn.cc

    r8351 r8706  
    2323 *      Fabian 'x3n' Landau
    2424 *   Co-authors:
    25  *      ...
     25 *      Simon Miescher
    2626 *
    2727 */
     
    6464        this->maxHealth_ = 0;
    6565        this->initialHealth_ = 0;
     66
    6667        this->shieldHealth_ = 0;
     68        this->initialShieldHealth_ = 0;
     69        this->maxShieldHealth_ = 100; //otherwise shield might increase to float_max
    6770        this->shieldAbsorption_ = 0.5;
     71
     72        this->reloadRate_ = 0;
     73        this->reloadWaitTime_ = 1.0f;
     74        this->reloadWaitCountdown_ = 0;
    6875
    6976        this->lastHitOriginator_ = 0;
     
    109116
    110117        XMLPortParam(Pawn, "shieldhealth", setShieldHealth, getShieldHealth, xmlelement, mode).defaultValues(0);
     118        XMLPortParam(Pawn, "initialshieldhealth", setInitialShieldHealth, getInitialShieldHealth, xmlelement, mode).defaultValues(0);
     119        XMLPortParam(Pawn, "maxshieldhealth", setMaxShieldHealth, getMaxShieldHealth, xmlelement, mode).defaultValues(100);
    111120        XMLPortParam(Pawn, "shieldabsorption", setShieldAbsorption, getShieldAbsorption, xmlelement, mode).defaultValues(0);
    112121
     
    118127        XMLPortObject(Pawn, WeaponSet, "weaponsets", addWeaponSet, getWeaponSet, xmlelement, mode);
    119128        XMLPortObject(Pawn, WeaponPack, "weapons", addWeaponPackXML, getWeaponPack, xmlelement, mode);
     129
     130        XMLPortParam(Pawn, "reloadrate", setReloadRate, getReloadRate, xmlelement, mode).defaultValues(0);
     131        XMLPortParam(Pawn, "reloadwaittime", setReloadWaitTime, getReloadWaitTime, xmlelement, mode).defaultValues(1.0f);
    120132    }
    121133
     
    124136        registerVariable(this->bAlive_,           VariableDirection::ToClient);
    125137        registerVariable(this->health_,           VariableDirection::ToClient);
    126         registerVariable(this->initialHealth_,    VariableDirection::ToClient);
     138        registerVariable(this->maxHealth_,        VariableDirection::ToClient);
    127139        registerVariable(this->shieldHealth_,     VariableDirection::ToClient);
     140        registerVariable(this->maxShieldHealth_,  VariableDirection::ToClient);
    128141        registerVariable(this->shieldAbsorption_, VariableDirection::ToClient);
    129142        registerVariable(this->bReload_,          VariableDirection::ToServer);
     
    137150        this->bReload_ = false;
    138151
     152        // TODO: use the existing timer functions instead
     153        if(this->reloadWaitCountdown_ > 0)
     154        {
     155            this->decreaseReloadCountdownTime(dt);
     156        }
     157        else
     158        {
     159            this->addShieldHealth(this->getReloadRate() * dt);
     160            this->resetReloadCountdown();
     161        }
     162
    139163        if (GameMode::isMaster())
     164        {
    140165            if (this->health_ <= 0 && bAlive_)
    141166            {
    142                 this->fireEvent(); // Event to notify anyone who want's to know about the death.
     167                this->fireEvent(); // Event to notify anyone who wants to know about the death.
    143168                this->death();
    144169            }
     170        }
    145171    }
    146172
     
    168194    }
    169195
     196
    170197    void Pawn::setHealth(float health)
    171198    {
    172         this->health_ = std::min(health, this->maxHealth_);
    173     }
    174 
    175     void Pawn::damage(float damage, Pawn* originator)
     199        this->health_ = std::min(health, this->maxHealth_); //Health can't be set to a value bigger than maxHealth, otherwise it will be reduced at first hit
     200    }
     201
     202    void Pawn::setShieldHealth(float shieldHealth)
     203    {
     204        this->shieldHealth_ = std::min(shieldHealth, this->maxShieldHealth_);
     205    }
     206
     207    void Pawn::setMaxShieldHealth(float maxshieldhealth)
     208    {
     209        this->maxShieldHealth_ = maxshieldhealth;
     210    }
     211
     212    void Pawn::setReloadRate(float reloadrate)
     213    {
     214        this->reloadRate_ = reloadrate;
     215    }
     216
     217    void Pawn::setReloadWaitTime(float reloadwaittime)
     218    {
     219        this->reloadWaitTime_ = reloadwaittime;
     220    }
     221
     222    void Pawn::decreaseReloadCountdownTime(float dt)
     223    {
     224        this->reloadWaitCountdown_ -= dt;
     225    }
     226
     227    void Pawn::damage(float damage, float healthdamage, float shielddamage, Pawn* originator)
    176228    {
    177229        if (this->getGametype() && this->getGametype()->allowPawnDamage(this, originator))
    178230        {
    179             //share the dealt damage to the shield and the Pawn.
    180             float shielddamage = damage*this->shieldAbsorption_;
    181             float healthdamage = damage*(1-this->shieldAbsorption_);
    182 
    183             // In case the shield can not take all the shield damage.
    184             if (shielddamage > this->getShieldHealth())
     231            if (shielddamage >= this->getShieldHealth())
    185232            {
    186                 healthdamage += shielddamage-this->getShieldHealth();
    187233                this->setShieldHealth(0);
     234                this->setHealth(this->health_ - (healthdamage + damage));
    188235            }
    189 
    190             this->setHealth(this->health_ - healthdamage);
    191 
    192             if (this->getShieldHealth() > 0)
     236            else
    193237            {
    194238                this->setShieldHealth(this->shieldHealth_ - shielddamage);
     239
     240                // remove remaining shieldAbsorpton-Part of damage from shield
     241                shielddamage = damage * this->shieldAbsorption_;
     242                shielddamage = std::min(this->getShieldHealth(),shielddamage);
     243                this->setShieldHealth(this->shieldHealth_ - shielddamage);
     244
     245                // set remaining damage to health
     246                this->setHealth(this->health_ - (damage - shielddamage) - healthdamage);
    195247            }
    196248
    197249            this->lastHitOriginator_ = originator;
    198 
    199             // play damage effect
    200         }
    201     }
    202 
    203     void Pawn::hit(Pawn* originator, const Vector3& force, float damage)
     250        }
     251    }
     252
     253// TODO: Still valid?
     254/* HIT-Funktionen
     255    Die hit-Funktionen muessen auch in src/orxonox/controllers/Controller.h angepasst werden! (Visuelle Effekte)
     256
     257*/
     258
     259    void Pawn::hit(Pawn* originator, const Vector3& force, float damage, float healthdamage, float shielddamage)
    204260    {
    205261        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
    206262        {
    207             this->damage(damage, originator);
     263            this->damage(damage, healthdamage, shielddamage, originator);
    208264            this->setVelocity(this->getVelocity() + force);
    209 
    210             // play hit effect
    211         }
    212     }
    213 
    214     void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage)
     265        }
     266    }
     267
     268
     269    void Pawn::hit(Pawn* originator, btManifoldPoint& contactpoint, float damage, float healthdamage, float shielddamage)
    215270    {
    216271        if (this->getGametype() && this->getGametype()->allowPawnHit(this, originator) && (!this->getController() || !this->getController()->getGodMode()) )
    217272        {
    218             this->damage(damage, originator);
     273            this->damage(damage, healthdamage, shielddamage, originator);
    219274
    220275            if ( this->getController() )
    221                 this->getController()->hit(originator, contactpoint, damage);
    222 
    223             // play hit effect
    224         }
    225     }
     276                this->getController()->hit(originator, contactpoint, damage); // changed to damage, why shielddamage?
     277        }
     278    }
     279
    226280
    227281    void Pawn::kill()
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