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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23 | * Julien Kindle |
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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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30 | @file SOBQBlock.cc |
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31 | @brief If this QBlock is created, attachedToFigure_ is set to false. When the figure picks it up, the variable is set to true and the figure starts flying fast until the fuel is reduced to zero. |
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32 | */ |
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33 | |
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34 | #include "SOBQBlock.h" |
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35 | |
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36 | #include "core/CoreIncludes.h" |
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37 | #include "core/XMLPort.h" |
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38 | #include "SOB.h" |
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39 | #include "SOBMushroom.h" |
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40 | #include "SOBCoin.h" |
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41 | #include <BulletCollision/NarrowPhaseCollision/btManifoldPoint.h> |
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42 | |
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43 | |
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44 | namespace orxonox |
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45 | { |
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46 | RegisterClass(SOBQBlock); |
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47 | |
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48 | SOBQBlock::SOBQBlock(Context* context) : SOBItem(context) |
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49 | { |
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50 | RegisterObject(SOBQBlock); |
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51 | used_ = false; |
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52 | |
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53 | } |
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54 | |
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55 | SOBQBlock::~SOBQBlock() |
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56 | { |
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57 | |
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58 | } |
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59 | |
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60 | |
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61 | bool SOBQBlock::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* ownCollisionShape, btManifoldPoint& contactPoint) { |
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62 | |
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63 | |
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64 | //If you hit the QBlock, the visibility of all attached objects get inverted! Pretty easy way to create changing blocks :) |
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65 | float v_z = otherObject->getVelocity().z; |
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66 | float collDisZ_ = getPosition().z - contactPoint.getPositionWorldOnB().getZ(); |
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67 | if (!used_ && v_z > 50.0 && collDisZ_ > 0) { |
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68 | used_ = true; |
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69 | |
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70 | for (WorldEntity* object : this->getAttachedObjects()) |
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71 | object->setVisible(!object->isVisible()); |
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72 | |
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73 | SOB* SOBGame = orxonox_cast<SOB*>(getGametype()); |
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74 | |
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75 | //Spawn either a powerup mushroom or a coin animation (also just an object, have a look at the SOBCoin class) |
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76 | //The spawn methods are declared at the bottom of this file |
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77 | if (type_ == "Coin") { |
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78 | SOBGame->addCoin(); |
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79 | spawnCoin(); |
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80 | } |
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81 | if (type_ == "Mushroom") { |
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82 | spawnMushroom(); |
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83 | } |
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84 | |
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85 | } |
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86 | return true; |
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87 | } |
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88 | |
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89 | |
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90 | void SOBQBlock::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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91 | { |
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92 | SUPER(SOBQBlock, XMLPort, xmlelement, mode); |
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93 | XMLPortParam(SOBQBlock, "type", setType, getType, xmlelement, mode).defaultValues(false); |
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94 | |
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95 | |
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96 | } |
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97 | |
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98 | |
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99 | //The spawnmethods from above |
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100 | void SOBQBlock::spawnMushroom() { |
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101 | SOBCenterpoint* center_ = ((SOB*)getGametype())->center_; |
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102 | |
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103 | SOBMushroom* mush = new SOBMushroom(center_->getContext()); |
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104 | Vector3 spawnpos = this->getWorldPosition(); |
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105 | spawnpos.z += 0; |
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106 | |
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107 | if (mush != nullptr && center_ != nullptr) |
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108 | { |
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109 | mush->addTemplate("mushroom"); |
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110 | mush->setPosition(spawnpos); |
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111 | |
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112 | } |
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113 | } |
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114 | |
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115 | void SOBQBlock::spawnCoin() { |
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116 | SOBCenterpoint* center_ = ((SOB*)getGametype())->center_; |
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117 | |
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118 | SOBCoin* mush = new SOBCoin(center_->getContext()); |
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119 | Vector3 spawnpos = this->getWorldPosition(); |
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120 | spawnpos.z += 0; |
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121 | |
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122 | if (mush != nullptr && center_ != nullptr) |
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123 | { |
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124 | mush->addTemplate("coin"); |
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125 | mush->setPosition(spawnpos); |
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126 | |
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127 | } |
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128 | } |
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129 | |
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130 | |
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131 | } |
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