1
0
Fork 0
mirror of https://github.com/AquariaOSE/Aquaria.git synced 2025-02-23 06:25:13 +00:00
Aquaria/Aquaria/CollideEntity.cpp
fgenesis 4320b8296b Add a safe pointer model to ScriptInterface, additional bug/crash fixes.
This commit introduces pointer checks to various functions;
so that entity_* will no longer crash or produce weird results
if passed a Node pointer, etc.
The checks are disabled by default, but can be enabled in
ScriptInterface.cpp.

Fixed possible crashes in a few more functions due to missing NULL-checks.

There was a "feature" in the single Lua state that it would keep globals
intact until the game was quit. That made any globals from mods "leak"
into the game or other mods. Now it resets the Lua state when a mod
is loaded or closed.
2012-01-03 04:38:28 +01:00

276 lines
5.3 KiB
C++

/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "CollideEntity.h"
#include "DSQ.h"
#include "Game.h"
//#include "ParticleEffects.h"
CollideEntity::CollideEntity() : Entity()
{
addType(SCO_COLLIDE_ENTITY);
this->canBeTargetedByAvatar = true;
weight = 0;
bounceAmount = 0.5f;
bounceEntityAmount = 0.5f;
doCusion = false;
friction = 0;
this->updateCull = 4000;
}
void CollideEntity::entityDied(Entity *e)
{
Entity::entityDied(e);
}
void CollideEntity::onUpdateFrozen(float dt)
{
updateMovement(dt);
}
void CollideEntity::bounce(float ba)
{
if (getState() == STATE_PUSH)
{
dsq->spawnParticleEffect("HitSurface", dsq->game->lastCollidePosition);
//dsq->effectCollisionSmoke(position);
sound("RockHit");
// HACK: replace damage function
//damage(pushDamage);
setState(STATE_PUSHDELAY, 0.3);
}
switch (bounceType)
{
case BOUNCE_REAL:
{
if (!vel.isZero())
{
float len = vel.getLength2D();
Vector I = vel/len;
Vector N = dsq->game->getWallNormal(dsq->game->lastCollidePosition);
if (!N.isZero())
{
//2*(-I dot N)*N + I
vel = 2*(-I.dot(N))*N + I;
vel.setLength2D(len*ba);
}
}
}
break;
case BOUNCE_SIMPLE:
{
if (!vel.isZero())
{
float len = vel.getLength2D();
Vector mov = vel;
mov.setLength2D(len*ba);
if (mov.x > mov.y)
mov.x = -mov.x;
else
mov.y = -mov.y;
vel = mov;
vel.z = 0;
}
}
break;
}
//mov.setLength2D(-len * ba);
onBounce();
}
void CollideEntity::updateMovement(float dt)
{
if (isEntityDead()) return;
if (position.isFollowingPath()) return;
vel.capLength2D(getMaxSpeed()*maxSpeedLerp.x);
/*
if (vel.getSquaredLength2D() > sqr(getMaxSpeed()))
{
vel.setLength2D(getMaxSpeed());
vel.z = 0;
}
*/
//Vector lastPos = pos;
updateVel2(dt);
if (doCusion)
{
Vector push;
TileVector t(position+vel*dt);
if (dsq->game->isObstructed(TileVector(t.x-1, t.y)))
{
push += Vector(1.25,0);
}
if (dsq->game->isObstructed(TileVector(t.x+1, t.y)))
{
push += Vector(-1.25,0);
}
if (dsq->game->isObstructed(TileVector(t.x, t.y-1)))
{
push += Vector(0,1.25);
}
if (dsq->game->isObstructed(TileVector(t.x, t.y+1)))
{
push += Vector(0,-1.25);
}
if (dsq->game->isObstructed(TileVector(t.x-1, t.y-1)))
{
push += Vector(0.5,0.5);
}
if (dsq->game->isObstructed(TileVector(t.x-1, t.y+1)))
{
push += Vector(0.5,-0.5);
}
if (dsq->game->isObstructed(TileVector(t.x+1, t.y-1)))
{
push += Vector(-0.5,0.5);
}
if (dsq->game->isObstructed(TileVector(t.x+1, t.y+1)))
{
push += Vector(-0.5,-0.5);
}
// cushion
if (push.x != 0 || push.y != 0)
{
if (vel.getSquaredLength2D() > sqr(10))
{
push.setLength2D(100 * dt * 60);
push.z = 0;
}
vel += push;
}
}
Vector lastPosition = position;
bool underWater = isUnderWater();
if (!canLeaveWater)
{
if (!underWater && wasUnderWater)
{
// do clamp
if (waterBubble)
{
waterBubble->clampPosition(&position, collideRadius);
}
else
{
position.y = dsq->game->getWaterLevel()+collideRadius;
}
}
}
/*
if (!canLeaveWater)
{
if (waterBubble)
{
}
else
{
if (position.y-collideRadius < dsq->game->getWaterLevel())
{
}
}
}
*/
bool collided = false;
if (vel.x != 0 || vel.y != 0)
{
const int hw = collideRadius;
bool freeRange = false;
if (isv(EV_COLLIDELEVEL,1))
{
bool doesFreeRange = !isPullable();
if (doesFreeRange)
{
if (dsq->game->collideCircleWithGrid(position, hw))
{
// starting in a collision state
freeRange = true;
}
}
}
//Vector lastPosition = lastPos;
Vector newPosition = position + (getMoveVel() * dt);
position = newPosition;
if (isv(EV_COLLIDELEVEL,1))
{
if (getState() == STATE_PUSH)
{
if (!freeRange && dsq->game->collideCircleWithGrid(position, hw))
{
position = lastPosition;
collided = true;
bounce(bounceAmount);
}
}
else
{
if (!freeRange && ((!canLeaveWater && !isUnderWater() && wasUnderWater) || dsq->game->collideCircleWithGrid(position, hw)))
{
position = lastPosition;
onHitWall();
bounce(bounceAmount);
collided = true;
}
}
}
}
if (collided && friction != 0 && (vel.x != 0 || vel.y != 0))
{
Vector fric = vel;
fric.setLength2D(-friction);
vel.z = 0;
vel += fric*dt;
}
//doFriction(dt);
if (!collided && weight != 0)
{
vel += Vector(0, weight*dt);
}
for (int i = 0; i < attachedEntities.size(); i++)
{
attachedEntities[i]->position = this->position + attachedEntitiesOffsets[i];
attachedEntities[i]->rotation = this->rotation;
}
wasUnderWater = underWater;
}