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source: code/branches/ai2/src/modules/docking/DockingController.cc @ 8842

Last change on this file since 8842 was 8706, checked in by dafrick, 13 years ago

Merging presentation branch back into trunk.
There are many new features and also a lot of other changes and bugfixes, if you want to know, digg through the svn log.
Not everything is yet working as it should, but it should be fairly stable. If you habe any bug reports, just send me an email.

  • Property svn:eol-style set to native
File size: 3.8 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Sven Stucki
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29#include "DockingController.h"
30
31#include <cmath>
32
33#include "infos/PlayerInfo.h"
34#include "worldentities/ControllableEntity.h"
35#include "Dock.h"
36
37namespace orxonox
38{
39    CreateFactory(DockingController);
40
41    DockingController::DockingController(BaseObject* creator) : ArtificialController(creator)
42    {
43        RegisterObject(DockingController);
44
45        this->dock_ = NULL;
46        this->player_ = NULL;
47        this->entity_ = NULL;
48    }
49
50    DockingController::~DockingController()
51    {
52
53    }
54
55    void DockingController::tick(float dt)
56    {
57        ControllableEntity* entity = this->getControllableEntity();
58        if (!entity)
59            return;
60
61        float distance = (this->dock_->getWorldPosition() - entity->getPosition()).length();
62        Vector2 coord = get2DViewdirection(     // I don't understand this too
63            entity->getPosition(),
64            entity->getOrientation() * WorldEntity::FRONT,
65            entity->getOrientation() * WorldEntity::UP,
66            dock_->getWorldPosition()
67        );
68
69        // adjust direction of spaceship
70        if (distance > 10)
71        {
72            entity->rotateYaw(-1.0f * 0.8f * sgn(coord.x) * coord.x*coord.x);
73            entity->rotatePitch(0.8f * sgn(coord.y) * coord.y*coord.y);
74        }
75
76        /*// adjust speed
77        if (distance < 200 && entity->getVelocity().squaredLength() > dock->getVelocity().squaredLength())
78            entity->moveFrontBack(0.2f);
79        else
80            entity->moveFrontBack(0.8f);*/
81
82        entity->moveFrontBack(0.5f * log(distance/10.0f));
83
84        if (distance < 20)
85            this->positionReached();
86
87        SUPER(DockingController, tick, dt);
88    }
89
90    void DockingController::takeControl(bool docking)
91    {
92        this->docking_ = docking;
93
94        this->entity_ = this->player_->getControllableEntity();
95        assert(this->entity_);
96
97        if (docking)
98        {
99            COUT(4) << "DockingController::takeControl Taking over control." << std::endl;
100
101            this->entity_->setDestroyWhenPlayerLeft(false);
102            this->player_->pauseControl();
103            this->entity_->setController(this);
104            this->setControllableEntity(this->entity_);
105        }
106    }
107
108    void DockingController::positionReached()
109    {
110        COUT(4) << "DockingController::positionReached() called." << std::endl;
111
112        assert(this->player_);
113        assert(this->dock_);
114
115        // stop spaceship
116        this->entity_->setPosition(this->dock_->getWorldPosition());
117        this->entity_->setVelocity(0, 0, 0);
118        this->entity_->setOrientation(this->dock_->getWorldOrientation());
119
120        // give control back to player
121        this->player_->startControl(this->entity_);
122        this->setActive(false);
123        this->controllableEntity_ = NULL;
124
125        if (this->docking_)
126            this->dock_->dockingAnimationFinished(this->player_);
127        /*else
128            dock->undockingAnimationFinished(player);*/
129
130        this->destroy();
131    }
132}
133
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