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Aquaria/Aquaria/CollideEntity.cpp

199 lines
3.7 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"
CollideEntity::CollideEntity() : Entity()
{
addType(SCO_COLLIDE_ENTITY);
this->canBeTargetedByAvatar = true;
weight = 0;
bounceAmount = 0.5f;
this->updateCull = 4000;
}
CollideEntity::~CollideEntity()
{
}
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);
sound("RockHit");
// HACK: replace damage function
//damage(pushDamage);
setState(STATE_PUSHDELAY, 0.3f);
}
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())
{
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;
case BOUNCE_NONE:
break;
}
onBounce();
}
void CollideEntity::updateMovement(float dt)
{
if (isEntityDead()) return;
if (position.isFollowingPath()) return;
vel.capLength2D(getMaxSpeed()*maxSpeedLerp.x);
updateVel2(dt);
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;
}
}
}
bool collided = false;
if (vel.x != 0 || vel.y != 0)
{
const float 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 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 && weight != 0)
{
vel += Vector(0, weight*dt);
}
for (size_t i = 0; i < attachedEntities.size(); i++)
{
attachedEntities[i]->position = this->position + attachedEntitiesOffsets[i];
attachedEntities[i]->rotation = this->rotation;
}
wasUnderWater = underWater;
}