/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Sven Stucki * Co-authors: * ... * */ #include "DockingController.h" #include #include "infos/PlayerInfo.h" #include "worldentities/ControllableEntity.h" #include "Dock.h" namespace orxonox { CreateFactory(DockingController); DockingController::DockingController(BaseObject* creator) : ArtificialController(creator) { RegisterObject(DockingController); } DockingController::~DockingController() { } void DockingController::tick(float dt) { ControllableEntity* entity = this->getControllableEntity(); if (!entity) return; float distance = (dock->getWorldPosition() - entity->getPosition()).length(); Vector2 coord = get2DViewdirection( // I don't understand this too entity->getPosition(), entity->getOrientation() * WorldEntity::FRONT, entity->getOrientation() * WorldEntity::UP, dock->getWorldPosition() ); // adjust direction of spaceship if (distance > 10) { entity->rotateYaw(-1.0f * 0.8f * sgn(coord.x) * coord.x*coord.x); entity->rotatePitch(0.8f * sgn(coord.y) * coord.y*coord.y); } /*// adjust speed if (distance < 200 && entity->getVelocity().squaredLength() > dock->getVelocity().squaredLength()) entity->moveFrontBack(0.2f); else entity->moveFrontBack(0.8f);*/ entity->moveFrontBack(0.5f * log(distance/10.0f)); if (distance < 20) this->positionReached(); SUPER(DockingController, tick, dt); } void DockingController::takeControl(bool docking) { this->docking = docking; entity = player->getControllableEntity(); assert(entity); if (docking) { COUT(4) << "DockingController::takeControl Taking over control." << std::endl; entity->setDestroyWhenPlayerLeft(false); player->pauseControl(); entity->setController(this); this->setControllableEntity(entity); } } void DockingController::positionReached() { COUT(4) << "DockingController::positionReached() called." << std::endl; assert(this->player); assert(this->dock); // stop spaceship entity->setPosition(dock->getWorldPosition()); entity->setVelocity(0, 0, 0); entity->setOrientation(dock->getWorldOrientation()); // give control back to player player->startControl(entity); this->setActive(false); this->controllableEntity_ = NULL; if (docking) dock->dockingAnimationFinished(player); /*else dock->undockingAnimationFinished(player);*/ this->destroy(); } }