243 lines
7.1 KiB
C++
243 lines
7.1 KiB
C++
#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->energyChange = 0;
|
|
this->rechargeRate = StandardrechargeRate;
|
|
this->force = Standardforce;
|
|
}
|
|
|
|
AttatchmentMassDriver::AttatchmentMassDriver(Player &owner)
|
|
{
|
|
this->currentEnergy = StandardMaxEnergy;
|
|
this->maxEnergy = StandardMaxEnergy;
|
|
this->rechargeRate = StandardrechargeRate;
|
|
this->energyChange = 0;
|
|
this->force = Standardforce;
|
|
|
|
this->owner = &owner;
|
|
this->heldObject = NULL;
|
|
this->hasObject = false;
|
|
}
|
|
|
|
|
|
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_USE_PRIMARY_PRESS:
|
|
//if(currentEnergy >= 9.0f)
|
|
{
|
|
currentEnergy -= 9.0f;
|
|
ForcePush(usage,dt);
|
|
// add CD
|
|
((Game*)&Game::Instance())->onActionEventFnc(this->owner, WeaponAction::WeaponAction_PrimaryShoot);
|
|
}
|
|
break;
|
|
|
|
case WEAPON_USE_SECONDARY_PRESS:
|
|
if(this->hasObject)
|
|
{
|
|
goto CASE_WEAPON_INTERRUPT;
|
|
}
|
|
else if( currentEnergy >= 1.0f )
|
|
{
|
|
if(this->hasObject)
|
|
{
|
|
currentEnergy -= 1.0f;
|
|
if(!this->hasObject)
|
|
{
|
|
ForcePull(usage,dt);
|
|
// add CD
|
|
((Game*)&Game::Instance())->onActionEventFnc(this->owner, WeaponAction::WeaponAction_SecondaryShoot);
|
|
}
|
|
}
|
|
}
|
|
else //Energy drained, release object
|
|
{
|
|
((DynamicObject*)(this->heldObject->GetCustomTag()))->RemoveManipulation();
|
|
this->hasObject = false;
|
|
this->heldObject = NULL;
|
|
}
|
|
break;
|
|
|
|
case WEAPON_INTERRUPT:
|
|
CASE_WEAPON_INTERRUPT:
|
|
((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;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 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;
|
|
}
|
|
}
|
|
|
|
void AttatchmentMassDriver::Update(float dt)
|
|
{
|
|
|
|
|
|
//update position of heldObject if there is an object being held
|
|
if(hasObject)
|
|
{
|
|
Oyster::Math::Float3 ownerPos = owner->GetPosition();
|
|
Oyster::Physics::ICustomBody::State ownerState = owner->GetRigidBody()->GetState();
|
|
Oyster::Math::Float3 up = -ownerState.GetOrientation().v[2];
|
|
up *= -0.3f;
|
|
Oyster::Math::Float3 pos = ownerPos + (owner->GetLookDir().GetNormalized()*2);
|
|
heldObject->SetPosition(pos);
|
|
heldObject->SetLinearVelocity(Oyster::Math::Float3::null);
|
|
|
|
if(currentEnergy < maxEnergy)
|
|
{
|
|
currentEnergy += rechargeRate * 0.5f; //rechargeRate is halfed if you are holding an object
|
|
energyChange += rechargeRate * 0.5f;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
if(currentEnergy < maxEnergy)
|
|
{
|
|
currentEnergy += rechargeRate;
|
|
energyChange += rechargeRate * 0.5f;
|
|
}
|
|
}
|
|
|
|
if(currentEnergy > maxEnergy) currentEnergy = maxEnergy;
|
|
|
|
if(energyChange > 10)
|
|
{
|
|
((Game*)&Game::Instance())->onEnergyUpdateFnc( this->owner, currentEnergy);
|
|
energyChange = 0;
|
|
}
|
|
}
|
|
|
|
/********************************************************
|
|
* Pushes objects in a cone in front of the weapon when fired
|
|
*alternativly it puts a large force on the currently held object
|
|
********************************************************/
|
|
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);
|
|
this->heldObject->ApplyImpulse((Oyster::Math::Float3)pushForce);
|
|
((DynamicObject*)(this->heldObject->GetCustomTag()))->RemoveManipulation();
|
|
this->hasObject = false;
|
|
this->heldObject = NULL;
|
|
return;
|
|
}
|
|
|
|
Oyster::Math::Float radius = 4;
|
|
Oyster::Math::Float3 look = owner->GetLookDir().GetNormalized();
|
|
Oyster::Math::Float lenght = 20;
|
|
Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos;
|
|
|
|
pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force * 0.9f);
|
|
|
|
Oyster::Collision3D::Cone *hitCone = new Oyster::Collision3D::Cone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius);
|
|
|
|
forcePushData args;
|
|
args.pushForce = pushForce;
|
|
args.p = this->owner;
|
|
|
|
Oyster::Physics::API::Instance().ApplyEffect(hitCone,&args,ForcePushAction);
|
|
|
|
if(hitCone) delete hitCone;
|
|
}
|
|
|
|
/********************************************************
|
|
* 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)
|
|
{
|
|
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
|
|
Oyster::Math::Float radius = 4;
|
|
Oyster::Math::Float3 look = owner->GetLookDir().GetNormalized();
|
|
Oyster::Math::Float lenght = 20;
|
|
Oyster::Math::Float3 pos = owner->GetRigidBody()->GetState().centerPos;
|
|
|
|
Oyster::Math::Float4 pullForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (this->force * 0.3f);
|
|
|
|
Oyster::Collision3D::Cone hitCone(lenght,pos,(Oyster::Math::Float4)owner->GetRigidBody()->GetState().quaternion,radius);
|
|
forcePushData args;
|
|
args.pushForce = -pullForce;
|
|
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() * 1.5f;
|
|
|
|
//Do ray test first!
|
|
//Oyster::Collision3D::Ray r(pos, owner->GetLookDir());
|
|
//Oyster::Physics::API::Instance().ApplyEffect(&r, this, AttemptPickUp);
|
|
|
|
if(this->hasObject) return;
|
|
|
|
Oyster::Collision3D::Sphere hitSphere = Oyster::Collision3D::Sphere(pos , 0.5);
|
|
Oyster::Physics::API::Instance().ApplyEffect(&hitSphere,this,AttemptPickUp);
|
|
return;
|
|
}
|