Danbias/Code/Game/GameLogic/AttatchmentMassDriver.cpp

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#include "AttatchmentMassDriver.h"
#include "PhysicsAPI.h"
#include "GameLogicStates.h"
#include "Game.h"
using namespace GameLogic;
AttatchmentMassDriver::AttatchmentMassDriver(void)
{
this->owner = 0;
this->heldObject = NULL;
this->hasObject = false;
this->currentEnergy = StandardMaxEnergy;
this->maxEnergy = StandardMaxEnergy;
this->rechargeRate = StandardrechargeRate;
this->force = Standardforce;
}
AttatchmentMassDriver::AttatchmentMassDriver(Player &owner)
{
this->currentEnergy = StandardMaxEnergy;
this->maxEnergy = StandardMaxEnergy;
this->rechargeRate = StandardrechargeRate;
this->force = Standardforce;
this->owner = &owner;
this->heldObject = NULL;
this->hasObject = false;
}
AttatchmentMassDriver::~AttatchmentMassDriver(void)
{
}
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/********************************************************
* Uses the attatchment and will from here switch case the different WEAPON_FIRE's that are to be used
********************************************************/
void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage, float dt)
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{
//switch case to determin what functionallity to use in the attatchment
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switch (usage)
{
case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS:
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if(currentEnergy >= 9.0f)
{
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currentEnergy -= 9.0f;
ForcePush(usage,dt);
// add CD
((Game*)&Game::Instance())->onActionEventFnc(this->owner, WeaponAction::WeaponAction_PrimaryShoot);
}
break;
case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS:
if(this->hasObject)
{
((DynamicObject*)(this->heldObject->GetCustomTag()))->RemoveManipulation();
this->hasObject = false;
this->heldObject = NULL;
}
else if( currentEnergy >= 1.0f )
{
currentEnergy -= 1.0f;
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if(!this->hasObject)
{
ForcePull(usage,dt);
// add CD
((Game*)&Game::Instance())->onActionEventFnc(this->owner, WeaponAction::WeaponAction_SecondaryShoot);
}
}
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else //Energy drained, release object
{
((DynamicObject*)(this->heldObject->GetCustomTag()))->RemoveManipulation();
this->hasObject = false;
this->heldObject = NULL;
}
break;
case WEAPON_USE_SECONDARY_RELEASE:
{
if (this->hasObject) //Dummy check
{
//((DynamicObject*)(this->heldObject->GetCustomTag()))->RemoveManipulation();
//this->hasObject = false;
//this->heldObject = NULL;
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}
}
break;
case WEAPON_FIRE::WEAPON_USE_UTILLITY_PRESS:
if(currentEnergy >= 90.0f)
{
currentEnergy -= 90.0f;
ForceZip(usage,dt);
// add CD
((Game*)&Game::Instance())->onActionEventFnc(this->owner, WeaponAction::WeaponAction_UtilityActivate);
}
break;
}
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}
void AttatchmentMassDriver::Update(float dt)
{
//update position of heldObject if there is an object being held
if(hasObject)
{
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Oyster::Math::Float3 ownerPos = owner->GetPosition();
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Oyster::Physics::ICustomBody::State ownerState = owner->GetRigidBody()->GetState();
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Oyster::Math::Float3 up = -ownerState.GetOrientation().v[2];
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up *= -0.3f;
Oyster::Math::Float3 pos = ownerPos + (owner->GetLookDir().GetNormalized()*2);
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heldObject->SetPosition(pos);
heldObject->SetLinearVelocity(Oyster::Math::Float3::null);
currentEnergy += rechargeRate * 0.5f; //rechargeRate is halfed if you are holding an object
}
else
{
currentEnergy += rechargeRate;
}
}
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/********************************************************
* Pushes objects in a cone in front of the weapon when fired
*alternativly it puts a large force on the currently held object
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********************************************************/
void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt)
{
//if the weapon has an object then it is only the object that will be shot away
Oyster::Math::Float4 pushForce;
if(hasObject)
{
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force);
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this->heldObject->ApplyImpulse((Oyster::Math::Float3)pushForce);
((DynamicObject*)(this->heldObject->GetCustomTag()))->RemoveManipulation();
this->hasObject = false;
this->heldObject = NULL;
return ;
}
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Oyster::Math::Float radius = 4;
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Oyster::Math::Float3 look = owner->GetLookDir().GetNormalized();
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Oyster::Math::Float lenght = 10;
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Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos;
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force * 0.6f);
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Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius);
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forcePushData args;
args.pushForce = pushForce;
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args.p = this->owner;
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Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction);
if(hitCone) delete hitCone;
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}
/********************************************************
* Pulls the player in the direction he is looking, used for fast movement(kinda like a jetpack)
********************************************************/
void AttatchmentMassDriver::ForceZip(const WEAPON_FIRE &usage, float dt)
{
Oyster::Math::Float3 force = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force);
this->owner->GetRigidBody()->ApplyImpulse(force);
}
void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
{
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if(hasObject) return; //this test checks if the weapon already has something picked up, if so then it cant use this function
PickUpObject(usage,dt); //first test if there is a nearby object to pickup
if(hasObject) return; //this test checks if the weapon has now picked up an object, if so then it shall not apply a force to suck in objects
//if no object has been picked up then suck objects towards you
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Oyster::Math::Float radius = 4;
Oyster::Math::Float3 look = owner->GetLookDir().GetNormalized();
Oyster::Math::Float lenght = 10;
Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos;
Oyster::Math::Float4 pullForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force * 0.2);
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Oyster::Collision3D::Cone hitCone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius);
forcePushData args;
args.pushForce = -pullForce;
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args.p = this->owner;
Oyster::Physics::API::Instance().ApplyEffect(&hitCone,&args,ForcePushAction);
}
void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
{
//DEBUG:
MessageBeep(MB_ICONINFORMATION);
Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized() * 2;
//Do ray test first!
//Oyster::Collision3D::Ray r(pos, owner->GetLookDir());
//Oyster::Physics::API::Instance().ApplyEffect(&r, this, AttemptPickUp);
if(this->hasObject) return;
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Oyster::Collision3D::Sphere hitSphere = Oyster::Collision3D::Sphere(pos , 1);
Oyster::Physics::API::Instance().ApplyEffect(&hitSphere,this,AttemptPickUp);
return;
}