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source: code/branches/core6/src/modules/docking/DockingController.cc @ 10886

Last change on this file since 10886 was 9638, checked in by landauf, 11 years ago

renamed CreateFactory() as RegisterClass() to be more consistent with the corresponding RegisterObject() macro

  • Property svn:eol-style set to native
File size: 3.9 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#include "core/CoreIncludes.h"
37
38namespace orxonox
39{
40    RegisterClass(DockingController);
41
42    DockingController::DockingController(Context* context) : ArtificialController(context)
43    {
44        RegisterObject(DockingController);
45
46        this->dock_ = NULL;
47        this->player_ = NULL;
48        this->entity_ = NULL;
49    }
50
51    DockingController::~DockingController()
52    {
53
54    }
55
56    void DockingController::tick(float dt)
57    {
58        ControllableEntity* entity = this->getControllableEntity();
59        if (!entity)
60            return;
61
62        float distance = (this->dock_->getWorldPosition() - entity->getPosition()).length();
63        Vector2 coord = get2DViewcoordinates(     // I don't understand this too
64            entity->getPosition(),
65            entity->getOrientation() * WorldEntity::FRONT,
66            entity->getOrientation() * WorldEntity::UP,
67            dock_->getWorldPosition()
68        );
69
70        // adjust direction of spaceship
71        if (distance > 10)
72        {
73            entity->rotateYaw(-1.0f * 0.8f * clamp(coord.x * 10, -1.0f, 1.0f));
74            entity->rotatePitch(0.8f * clamp(coord.y * 10, -1.0f, 1.0f));
75        }
76
77        /*// adjust speed
78        if (distance < 200 && entity->getVelocity().squaredLength() > dock->getVelocity().squaredLength())
79            entity->moveFrontBack(0.2f);
80        else
81            entity->moveFrontBack(0.8f);*/
82
83        entity->moveFrontBack(0.5f * log(distance/10.0f));
84
85        if (distance < 20)
86            this->positionReached();
87
88        SUPER(DockingController, tick, dt);
89    }
90
91    void DockingController::takeControl(bool docking)
92    {
93        this->docking_ = docking;
94
95        this->entity_ = this->player_->getControllableEntity();
96        assert(this->entity_);
97
98        if (docking)
99        {
100            orxout(verbose, context::docking) << "DockingController::takeControl Taking over control." << endl;
101
102            this->entity_->setDestroyWhenPlayerLeft(false);
103            this->player_->pauseControl();
104            this->entity_->setController(this);
105            this->setControllableEntity(this->entity_);
106        }
107    }
108
109    void DockingController::positionReached()
110    {
111        orxout(verbose, context::docking) << "DockingController::positionReached() called." << endl;
112
113        assert(this->player_);
114        assert(this->dock_);
115
116        // stop spaceship
117        this->entity_->setPosition(this->dock_->getWorldPosition());
118        this->entity_->setVelocity(0, 0, 0);
119        this->entity_->setOrientation(this->dock_->getWorldOrientation());
120
121        // give control back to player
122        this->player_->startControl(this->entity_);
123        this->setActive(false);
124        this->controllableEntity_ = NULL;
125
126        if (this->docking_)
127            this->dock_->dockingAnimationFinished(this->player_);
128        /*else
129            dock->undockingAnimationFinished(player);*/
130
131        this->destroy();
132    }
133}
134
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