#include "AttatchmentMassDriver.h" #include "PhysicsAPI.h" using namespace GameLogic; AttatchmentMassDriver::AttatchmentMassDriver(void) { this->owner = 0; } AttatchmentMassDriver::AttatchmentMassDriver(Player &owner) { this->owner = &owner; } AttatchmentMassDriver::~AttatchmentMassDriver(void) { } /******************************************************** * 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) { //switch case to determin what functionallity to use in the attatchment switch (usage) { case WEAPON_FIRE::WEAPON_USE_PRIMARY_PRESS: ForcePush(usage,dt); break; case WEAPON_FIRE::WEAPON_USE_SECONDARY_PRESS: ForcePull(usage,dt); break; } } /******************************************************** * Pushes objects in a cone in front of the weapon when fired ********************************************************/ void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt) { Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt); //create frustum that will then collide with object and push them in the aimed direction //sample with frustum using visitor pattern(needs a function ptr sent with it that idicates what happens when a collision has been made) } /******************************************************** * Pulls the player in the direction he is looking, used for fast movement(kinda like a jetpack) ********************************************************/ void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt) { Oyster::Physics::Struct::CustomBodyState state = this->owner->GetRigidBody()->GetState(); //do something with state state.ApplyLinearImpulse(Oyster::Math::Float4(this->owner->GetLookDir()) * (500 * dt)); this->owner->GetRigidBody()->SetState(state); }