/* * 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: * Fabien Vultier * Co-authors: * ... * */ /** @file JumpShield.cc @brief If this shield is created, attachedToFigure_ is set to false. When the figure picks it up, the variable is set to true and the figure is protected until the fuel is reduced to zero. */ #include "JumpShield.h" #include "core/CoreIncludes.h" #include "core/GameMode.h" #include "graphics/Model.h" #include "gametypes/Gametype.h" #include "JumpFigure.h" #include "sound/WorldSound.h" #include "core/XMLPort.h" namespace orxonox { RegisterClass(JumpShield); JumpShield::JumpShield(Context* context) : JumpItem(context) { RegisterObject(JumpShield); fuel_ = 7.0; attachedToFigure_ = false; setPosition(Vector3(0,0,0)); setVelocity(Vector3(0,0,0)); setAcceleration(Vector3(0,0,0)); setProperties(0.0, 0.0, 0.0, 0.0, 0.0, 0.0); } JumpShield::~JumpShield() { } void JumpShield::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(JumpShield, XMLPort, xmlelement, mode); } void JumpShield::tick(float dt) { SUPER(JumpShield, tick, dt); Vector3 shieldPosition = getWorldPosition(); if (attachedToFigure_ == false && figure_ != NULL) { Vector3 figurePosition = figure_->getWorldPosition(); if(figurePosition.x > shieldPosition.x-width_ && figurePosition.x < shieldPosition.x+width_ && figurePosition.z > shieldPosition.z-height_ && figurePosition.z < shieldPosition.z+height_) { touchFigure(); } } else if (attachedToFigure_ == true) { fuel_ -= dt; if (fuel_ < 0.0) { figure_->StopShield(this); } } } void JumpShield::touchFigure() { JumpItem::touchFigure(); attachedToFigure_ = figure_->StartShield(this); } }