[10657] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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[10659] | 23 | * Cyrill Burgener |
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[10657] | 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | /** |
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[10659] | 30 | @file HoverShip.cc |
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| 31 | @brief Implementation of the HoverShip class. |
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[10657] | 32 | */ |
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| 33 | |
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[10659] | 34 | #include "HoverShip.h" |
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[10657] | 35 | #include "core/CoreIncludes.h" |
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| 36 | |
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| 37 | namespace orxonox |
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| 38 | { |
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[10659] | 39 | RegisterClass(HoverShip); |
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[10657] | 40 | |
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[10659] | 41 | HoverShip::HoverShip(Context* context) : SpaceShip(context) |
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[10657] | 42 | { |
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[10659] | 43 | RegisterObject(HoverShip); |
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[10784] | 44 | enableCollisionCallback(); |
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| 45 | isFloor_ = false; |
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[10657] | 46 | } |
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| 47 | |
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[10659] | 48 | void HoverShip::tick(float dt) |
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[10657] | 49 | { |
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[10659] | 50 | SUPER(HoverShip, tick, dt); |
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[10657] | 51 | } |
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| 52 | |
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[10784] | 53 | void HoverShip::moveFrontBack(const Vector2& value) |
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| 54 | { this->steering_.z -= value.x; } |
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[10694] | 55 | |
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| 56 | void HoverShip::moveRightLeft(const Vector2& value) |
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| 57 | { this->steering_.x += value.x; } |
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| 58 | |
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| 59 | void HoverShip::moveUpDown(const Vector2& value) |
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| 60 | { this->steering_.y += value.x; } |
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| 61 | |
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[10784] | 62 | void HoverShip::rotateYaw(const Vector2& value) |
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| 63 | { |
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| 64 | this->localAngularAcceleration_.setY(this->localAngularAcceleration_.y() + value.x); |
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[10694] | 65 | |
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[10784] | 66 | Pawn::rotateYaw(value); |
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| 67 | } |
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| 68 | |
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| 69 | void HoverShip::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 70 | { |
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| 71 | SUPER(HoverShip, XMLPort, xmlelement, mode); |
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| 72 | |
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| 73 | XMLPortParam(HoverShip, "jumpBoost", setJumpBoost, getJumpBoost, xmlelement, mode); |
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| 74 | } |
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| 75 | |
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| 76 | |
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| 77 | void HoverShip::setJumpBoost(float jumpBoost) |
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| 78 | { |
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| 79 | this->jumpBoost_ = jumpBoost; |
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| 80 | } |
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| 81 | |
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| 82 | |
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| 83 | float HoverShip::getJumpBoost() |
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| 84 | { |
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| 85 | return jumpBoost_; |
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| 86 | } |
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| 87 | |
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| 88 | /** |
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| 89 | @brief |
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| 90 | Rotate in pitch direction. |
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| 91 | Due to added left, can also lead to an additional up-down motion. |
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| 92 | @param value |
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| 93 | A vector whose first component specifies the magnitude of the rotation. Positive means pitch up, negative means pitch down. |
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| 94 | */ |
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| 95 | void HoverShip::rotatePitch(const Vector2& value) { } |
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| 96 | |
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| 97 | /** |
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| 98 | @brief |
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| 99 | Rotate in roll direction. |
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| 100 | @param value |
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| 101 | A vector whose first component specifies the magnitude of the rotation. Positive means roll left, negative means roll right. |
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| 102 | */ |
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| 103 | void HoverShip::rotateRoll(const Vector2& value) { } |
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| 104 | |
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[10760] | 105 | bool HoverShip::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint) |
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[10694] | 106 | { |
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[10784] | 107 | SpaceShip::collidesAgainst(otherObject, cs, contactPoint); |
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| 108 | //SUPER(HoverShip, collidesAgainst, otherObject, cs, contactPoint); |
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[10760] | 109 | |
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[10784] | 110 | if (contactPoint.m_normalWorldOnB.y() > 0.6 |
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| 111 | && this->getVelocity().y < 1) { |
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[10694] | 112 | this->isFloor_ = true; |
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[10784] | 113 | } else { |
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[10694] | 114 | this->isFloor_ = false; |
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[10784] | 115 | } |
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[10694] | 116 | |
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| 117 | return false; |
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| 118 | } |
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| 119 | |
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| 120 | void HoverShip::boost(bool bBoost) { |
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[10784] | 121 | if (bBoost && this->isFloor_) |
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[10694] | 122 | { |
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[10784] | 123 | this->setVelocity( |
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| 124 | this->getVelocity().x, |
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| 125 | jumpBoost_, |
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| 126 | this->getVelocity().z |
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| 127 | ); |
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[10694] | 128 | this->isFloor_ = false; |
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[10784] | 129 | } |
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[10694] | 130 | } |
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| 131 | |
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[10784] | 132 | /*Hover* HoverShip::getGame() |
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[10657] | 133 | { |
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[10664] | 134 | if (game == NULL) |
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[10657] | 135 | { |
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[10659] | 136 | for (ObjectList<Hover>::iterator it = ObjectList<Hover>::begin(); it != ObjectList<Hover>::end(); ++it) |
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[10657] | 137 | { |
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| 138 | game = *it; |
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| 139 | } |
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| 140 | } |
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[10664] | 141 | return game; |
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| 142 | }*/ |
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[10657] | 143 | } |
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