Merge pull request #2 from ZOD2015/UeberZ

Teams implementation
This commit is contained in:
ZOD 2015-11-28 11:52:39 -05:00
commit ccbe9543e1
4 changed files with 163 additions and 10 deletions

View file

@ -30,7 +30,7 @@
#include "T3D/shapeBase.h"
#include "gfx/gfxDrawUtil.h"
#include "console/engineAPI.h"
#include "T3D/missionMarker.h" //> ZOD: Team coloring
//----------------------------------------------------------------------------
/// Displays name & damage above shape objects.
@ -52,7 +52,10 @@ class GuiShapeNameHud : public GuiControl {
ColorF mTextColor;
ColorF mLabelFillColor;
ColorF mLabelFrameColor;
// ZOD: Team coloring
ColorF mEnemyTextColor;
ColorF mNeutralTextColor;
//> ZOD: End addition
F32 mVerticalOffset;
F32 mDistanceFade;
bool mShowFrame;
@ -63,7 +66,10 @@ class GuiShapeNameHud : public GuiControl {
Point2I mLabelPadding;
protected:
void drawName( Point2I offset, const char *buf, F32 opacity);
// ZOD: Team coloring
//void drawName( Point2I offset, const char *buf, F32 opacity);
void drawName( Point2I offset, const char *buf, F32 opacity, ColorF color);
//> ZOD: End edit
public:
GuiShapeNameHud();
@ -120,6 +126,10 @@ GuiShapeNameHud::GuiShapeNameHud()
mLabelFillColor.set( 0.25f, 0.25f, 0.25f, 0.25f );
mLabelFrameColor.set( 0, 1, 0, 1 );
mTextColor.set( 0, 1, 0, 1 );
//> ZOD: Team coloring
mEnemyTextColor.set( 1, 0, 0, 1 );
mNeutralTextColor.set( 1, 1, 1, 1 );
//> ZOD: End addition
mShowFrame = mShowFill = true;
mShowLabelFrame = mShowLabelFill = false;
mVerticalOffset = 0.5f;
@ -135,6 +145,10 @@ void GuiShapeNameHud::initPersistFields()
addField( "textColor", TypeColorF, Offset( mTextColor, GuiShapeNameHud ), "Color for the text on this control." );
addField( "labelFillColor", TypeColorF, Offset( mLabelFillColor, GuiShapeNameHud ), "Color for the background of each shape name label." );
addField( "labelFrameColor", TypeColorF, Offset( mLabelFrameColor, GuiShapeNameHud ), "Color for the frames around each shape name label." );
// ZOD: Team coloring
addField( "enemyTextColor", TypeColorF, Offset( mEnemyTextColor, GuiShapeNameHud ), "Color for enemy shapes." );
//> ZOD: End addition
addField( "neutralTextColor", TypeColorF, Offset( mNeutralTextColor, GuiShapeNameHud ), "Color for neutral shapes." );
endGroup("Colors");
addGroup("Misc");
@ -174,7 +188,10 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
// Must have a connection and control object
GameConnection* conn = GameConnection::getConnectionToServer();
if (!conn) return;
GameBase * control = dynamic_cast<GameBase*>(conn->getControlObject());
//> ZOD: Team coloring
//GameBase * control = dynamic_cast<GameBase*>(conn->getControlObject());
ShapeBase * control = dynamic_cast<ShapeBase*>(conn->getControlObject());
//< ZOD: End edit
if (!control) return;
// Get control camera info
@ -199,6 +216,12 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
static U32 losMask = TerrainObjectType | ShapeBaseObjectType | StaticObjectType;
control->disableCollision();
//> ZOD: Team coloring
ColorF renderColor;
const char *fof = NULL;
char buf[64];
//< ZOD: End addition
// All ghosted objects are added to the server connection group,
// so we can find all the shape base objects by iterating through
// our current connection.
@ -207,6 +230,9 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
if ( shape ) {
if (shape != control && shape->getShapeName())
{
//> ZOD: If cloaked, early out
if ( shape->getCloakedState() )
continue;
// Target pos to test, if it's a player run the LOS to his eye
// point, otherwise we'll grab the generic box center.
@ -266,8 +292,32 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
F32 opacity = (shapeDist < fadeDistance)? 1.0:
1.0 - (shapeDist - fadeDistance) / (visDistance - fadeDistance);
//> ZOD: Team coloring
S32 myId = control->getTeamId();
S32 targetId = shape->getTeamId();
if(targetId == 0)
{
fof = "N";
renderColor = mNeutralTextColor;
}
else if(myId != targetId)
{
fof = "E";
renderColor = mEnemyTextColor;
}
else
{
fof = "F";
renderColor = mTextColor;
}
// Append the distance from the shape to the name
dSprintf(buf,sizeof(buf), "%s : %gm", shape->getShapeName(), mFloor(shapeDist));
drawName(Point2I((S32)projPnt.x, (S32)projPnt.y), buf, opacity, renderColor);
//< ZOD: End addition
// Render the shape's name
drawName(Point2I((S32)projPnt.x, (S32)projPnt.y),shape->getShapeName(),opacity);
//drawName(Point2I((S32)projPnt.x, (S32)projPnt.y),shape->getShapeName(),opacity);
}
}
}
@ -275,6 +325,45 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
// Restore control object collision
control->enableCollision();
// ZOD: Waypoints
SimSet *WayPointSet = Sim::getWayPointSet();
SimSet::iterator i;
for(i = WayPointSet->begin(); i != WayPointSet->end(); i++)
{
WayPoint *way = (WayPoint *) (*i);
S32 myId = control->getTeamId();
S32 wayId = way->getTeamId();
Point3F wayPos;
MatrixF srtMat = way->getTransform();
srtMat.getColumn(3, &wayPos);
VectorF wayDir = wayPos - control->getPosition();//camPos;
F32 wayDist = wayDir.lenSquared();
if (wayDist == 0)
continue;
wayDist = mSqrt(wayDist);
Point3F projPnt;
wayPos.z += mVerticalOffset;
if (!parent->project(wayPos, &projPnt))
continue;
fof = way->mName;
if(wayId == 0)
renderColor = mNeutralTextColor;
else if(myId != wayId)
renderColor = mEnemyTextColor;
else
renderColor = mTextColor;
dSprintf(buf,sizeof(buf), "%s : %gm", fof, mFloor(wayDist));
drawName(Point2I((S32)projPnt.x, (S32)projPnt.y), buf, renderColor.alpha, renderColor);
}
// ZOD: End addition
// Border last
if (mShowFrame)
GFX->getDrawUtil()->drawRect(updateRect, mFrameColor);
@ -291,7 +380,7 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
/// specified y position.)
/// @param name String name to display.
/// @param opacity Opacity of name (a fraction).
void GuiShapeNameHud::drawName(Point2I offset, const char *name, F32 opacity)
void GuiShapeNameHud::drawName(Point2I offset, const char *name, F32 opacity, ColorF mTextColor)
{
F32 width = mProfile->mFont->getStrWidth((const UTF8 *)name) + mLabelPadding.x * 2;
F32 height = mProfile->mFont->getHeight() + mLabelPadding.y * 2;

View file

@ -907,6 +907,7 @@ ShapeBase::ShapeBase()
damageDir( 0.0f, 0.0f, 1.0f ),
mCloaked( false ),
mCloakLevel( 0.0f ),
mTeamId( 0 ), //> ZOD: Add team Id
mFadeOut( true ),
mFading( false ),
mFadeVal( 1.0f ),
@ -2969,6 +2970,12 @@ U32 ShapeBase::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
ThreadMask | ImageMask | CloakMask | SkinMask)))
return retMask;
//> ZOD: Add team Id
if(stream->writeFlag(mask & TeamMask)) {
stream->write(mTeamId);
}
//< ZOD: End addition
if (stream->writeFlag(mask & DamageMask)) {
stream->writeFloat(mClampF(mDamage / mDataBlock->maxDamage, 0.f, 1.f), DamageLevelBits);
stream->writeInt(mDamageState,NumDamageStateBits);
@ -3076,6 +3083,12 @@ void ShapeBase::unpackUpdate(NetConnection *con, BitStream *stream)
if(!stream->readFlag())
return;
//> ZOD: Add team Id
if(stream->readFlag()) {
stream->read(&mTeamId);
}
//< ZOD: End addition
if (stream->readFlag()) {
mDamage = mClampF(stream->readFloat(DamageLevelBits) * mDataBlock->maxDamage, 0.f, mDataBlock->maxDamage);
DamageState prevState = mDamageState;
@ -3579,6 +3592,35 @@ void ShapeBase::setCurrentWaterObject( WaterObject *obj )
}
//--------------------------------------------------------------------------
//> ZOD: Add team Id
void ShapeBase::setTeamId(S32 teamId)
{
if(teamId < 0)
teamId = 0;
mTeamId = teamId;
setMaskBits(TeamMask);
}
DefineEngineMethod( ShapeBase, setTeamId, void, ( S32 teamId ),,
"@brief Set this object's current team.\n\n"
"@param teamId new team\n"
"@see getTeamId()\n")
{
object->setTeamId( teamId );
}
DefineEngineMethod( ShapeBase, getTeamId, S32, (),,
"@brief Get the object's current team.\n\n"
"@return team\n"
"@see setTeamId()\n")
{
return object->getTeamId();
}
//----------------------------------------------------------------------------
DefineEngineMethod( ShapeBase, setHidden, void, ( bool show ),,
"@brief Add or remove this object from the scene.\n\n"

View file

@ -876,7 +876,7 @@ protected:
F32 mEnergy; ///< Current enery level.
F32 mRechargeRate; ///< Energy recharge rate (in units/tick).
S32 mTeamId; ///< ZOD: Team identification for shape name
F32 mMass; ///< Mass.
F32 mOneOverMass; ///< Inverse of mass.
/// @note This is used to optimize certain physics calculations.
@ -1139,8 +1139,11 @@ public:
DamageMask = Parent::NextFreeMask << 1,
NoWarpMask = Parent::NextFreeMask << 2,
CloakMask = Parent::NextFreeMask << 3,
SkinMask = Parent::NextFreeMask << 4,
MeshHiddenMask = Parent::NextFreeMask << 5,
//SkinMask = Parent::NextFreeMask << 4,
SkinMask = CloakMask,
//MeshHiddenMask = Parent::NextFreeMask << 5,
MeshHiddenMask = Parent::NextFreeMask << 4,
TeamMask = Parent::NextFreeMask << 5, //> ZOD: Add team Id
SoundMaskN = Parent::NextFreeMask << 6, ///< Extends + MaxSoundThreads bits
ThreadMaskN = SoundMaskN << MaxSoundThreads, ///< Extends + MaxScriptThreads bits
ImageMaskN = ThreadMaskN << MaxScriptThreads, ///< Extends + MaxMountedImage bits
@ -1170,7 +1173,10 @@ public:
void onSceneRemove();
static void consoleInit();
bool onNewDataBlock( GameBaseData *dptr, bool reload );
//> ZOD: Add team Id
S32 getTeamId() { return mTeamId; }
void setTeamId(S32 team);
//< ZOD: End addition
/// @}
/// @name Name & Skin tags

View file

@ -380,6 +380,12 @@ static void _scanCallback( SceneObject* object, void* data )
ShapeBase* shape = dynamic_cast<ShapeBase*>(object);
if (shape && shape->getDamageState() == ShapeBase::Enabled)
{
//> ZOD: Filter out these immediately
S32 myId = turret->getTeamId();
S32 targetId = shape->getTeamId();
if (myId == targetId || shape->getCloakedState())
return;
//< ZOD: End addition
Point3F targetPos = shape->getBoxCenter();
// Put target position into the scan node's space
@ -1352,3 +1358,13 @@ DefineEngineMethod( AITurretShape, recenterTurret, void, ( ),,
{
object->recenterTurret();
}
//< ZOD: You will shoot who I say to shoot!
DefineEngineMethod( AITurretShape, addToTargetList, void, (ShapeBase* obj),,
"@brief Adds object to the turret's target list.\n\n"
"All objects in this list will be targeted by the turret.\n"
"@param obj The ShapeBase object to target.\n")
{
object->addPotentialTarget(obj);
}
//< ZOD: End addition