243 lines
7.1 KiB
C++
243 lines
7.1 KiB
C++
#include "AttatchmentMassDriver.h"
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#include "PhysicsAPI.h"
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#include "GameLogicStates.h"
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#include "Game.h"
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using namespace GameLogic;
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AttatchmentMassDriver::AttatchmentMassDriver(void)
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{
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this->owner = 0;
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this->heldObject = NULL;
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this->hasObject = false;
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this->currentEnergy = StandardMaxEnergy;
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this->maxEnergy = StandardMaxEnergy;
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this->energyChange = 0;
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this->rechargeRate = StandardrechargeRate;
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this->force = Standardforce;
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}
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AttatchmentMassDriver::AttatchmentMassDriver(Player &owner)
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{
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this->currentEnergy = StandardMaxEnergy;
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this->maxEnergy = StandardMaxEnergy;
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this->rechargeRate = StandardrechargeRate;
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this->energyChange = 0;
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this->force = Standardforce;
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this->owner = &owner;
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this->heldObject = NULL;
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this->hasObject = false;
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}
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AttatchmentMassDriver::~AttatchmentMassDriver(void)
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{
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}
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/********************************************************
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* Uses the attatchment and will from here switch case the different WEAPON_FIRE's that are to be used
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********************************************************/
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void AttatchmentMassDriver::UseAttatchment(const GameLogic::WEAPON_FIRE &usage, float dt)
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{
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//switch case to determin what functionallity to use in the attatchment
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switch (usage)
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{
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case WEAPON_USE_PRIMARY_PRESS:
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//if(currentEnergy >= 9.0f)
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{
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currentEnergy -= 9.0f;
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ForcePush(usage,dt);
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// add CD
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((Game*)&Game::Instance())->onActionEventFnc(this->owner, WeaponAction::WeaponAction_PrimaryShoot);
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}
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break;
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case WEAPON_USE_SECONDARY_PRESS:
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if(this->hasObject)
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{
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goto CASE_WEAPON_INTERRUPT;
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}
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else if( currentEnergy >= 1.0f )
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{
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if(this->hasObject)
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{
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currentEnergy -= 1.0f;
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if(!this->hasObject)
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{
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ForcePull(usage,dt);
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// add CD
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((Game*)&Game::Instance())->onActionEventFnc(this->owner, WeaponAction::WeaponAction_SecondaryShoot);
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}
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}
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}
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else //Energy drained, release object
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{
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((DynamicObject*)(this->heldObject->GetCustomTag()))->RemoveManipulation();
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this->hasObject = false;
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this->heldObject = NULL;
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}
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break;
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case WEAPON_INTERRUPT:
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CASE_WEAPON_INTERRUPT:
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((DynamicObject*)(this->heldObject->GetCustomTag()))->RemoveManipulation();
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this->hasObject = false;
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this->heldObject = NULL;
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break;
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case WEAPON_USE_SECONDARY_RELEASE:
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{
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if (this->hasObject) //Dummy check
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{
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//((DynamicObject*)(this->heldObject->GetCustomTag()))->RemoveManipulation();
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//this->hasObject = false;
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//this->heldObject = NULL;
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}
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}
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break;
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case WEAPON_USE_UTILLITY_PRESS:
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if(currentEnergy >= 90.0f)
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{
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currentEnergy -= 90.0f;
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ForceZip(usage,dt);
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// add CD
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((Game*)&Game::Instance())->onActionEventFnc(this->owner, WeaponAction::WeaponAction_UtilityActivate);
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}
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break;
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}
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}
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void AttatchmentMassDriver::Update(float dt)
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{
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//update position of heldObject if there is an object being held
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if(hasObject)
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{
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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;
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Oyster::Math::Float3 pos = ownerPos + (owner->GetLookDir().GetNormalized()*2);
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heldObject->SetPosition(pos);
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heldObject->SetLinearVelocity(Oyster::Math::Float3::null);
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if(currentEnergy < maxEnergy)
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{
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currentEnergy += rechargeRate * 0.5f; //rechargeRate is halfed if you are holding an object
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energyChange += rechargeRate * 0.5f;
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}
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}
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else
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{
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if(currentEnergy < maxEnergy)
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{
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currentEnergy += rechargeRate;
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energyChange += rechargeRate * 0.5f;
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}
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}
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if(currentEnergy > maxEnergy) currentEnergy = maxEnergy;
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if(energyChange > 5)
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{
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((Game*)&Game::Instance())->onEnergyUpdateFnc( this->owner, currentEnergy);
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energyChange -= 5;
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}
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}
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/********************************************************
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* Pushes objects in a cone in front of the weapon when fired
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*alternativly it puts a large force on the currently held object
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********************************************************/
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void AttatchmentMassDriver::ForcePush(const GameLogic::WEAPON_FIRE &usage, float dt)
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{
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//if the weapon has an object then it is only the object that will be shot away
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Oyster::Math::Float4 pushForce;
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if(hasObject)
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{
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pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force);
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this->heldObject->ApplyImpulse((Oyster::Math::Float3)pushForce);
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((DynamicObject*)(this->heldObject->GetCustomTag()))->RemoveManipulation();
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this->hasObject = false;
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this->heldObject = NULL;
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return;
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}
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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 = 20;
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Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos;
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pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force * 0.9f);
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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;
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args.pushForce = pushForce;
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args.p = this->owner;
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Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction);
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if(hitCone) delete hitCone;
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}
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/********************************************************
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* Pulls the player in the direction he is looking, used for fast movement(kinda like a jetpack)
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********************************************************/
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void AttatchmentMassDriver::ForceZip(const WEAPON_FIRE &usage, float dt)
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{
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Oyster::Math::Float3 force = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force);
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this->owner->GetRigidBody()->ApplyImpulse(force);
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}
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void AttatchmentMassDriver::ForcePull(const WEAPON_FIRE &usage, float dt)
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{
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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
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PickUpObject(usage,dt); //first test if there is a nearby object to pickup
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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
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//if no object has been picked up then suck objects towards you
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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 = 20;
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Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos;
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Oyster::Math::Float4 pullForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force * 0.3f);
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Oyster::Collision3D::Cone hitCone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius);
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forcePushData args;
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args.pushForce = -pullForce;
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args.p = this->owner;
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Oyster::Physics::API::Instance().ApplyEffect(&hitCone,&args,ForcePushAction);
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}
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void AttatchmentMassDriver::PickUpObject(const WEAPON_FIRE &usage, float dt)
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{
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//DEBUG:
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MessageBeep(MB_ICONINFORMATION);
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Oyster::Math::Float3 pos = owner->GetPosition() + owner->GetLookDir().GetNormalized() * 1.5f;
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//Do ray test first!
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//Oyster::Collision3D::Ray r(pos, owner->GetLookDir());
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//Oyster::Physics::API::Instance().ApplyEffect(&r, this, AttemptPickUp);
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if(this->hasObject) return;
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Oyster::Collision3D::Sphere hitSphere = Oyster::Collision3D::Sphere(pos , 0.5);
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Oyster::Physics::API::Instance().ApplyEffect(&hitSphere,this,AttemptPickUp);
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return;
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}
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