mirror of
https://github.com/worldforge/cyphesis
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123 lines
3.6 KiB
C++
123 lines
3.6 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2005 Alistair Riddoch
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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#include "Motion.h"
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#include "Domain.h"
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#include "rulesets/LocatedEntity.h"
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#include "physics/Collision.h"
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#include "common/compose.hpp"
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#include "common/debug.h"
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#include "common/const.h"
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#include "common/log.h"
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#include "common/TypeNode.h"
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#include <iostream>
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using String::compose;
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static const bool debug_flag = false;
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Motion::Motion(LocatedEntity & body) : m_entity(body), m_serialno(0),
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m_collision(false), m_collEntity(0),
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m_collisionTime(0.f)
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{
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}
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Motion::~Motion()
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{
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}
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void Motion::setMode(const std::string & mode)
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{
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m_mode = mode;
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// FIXME Re-configure stuff, and possible schedule an update?
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}
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void Motion::adjustPosition()
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{
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}
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Operation * Motion::genUpdateOperation()
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{
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return 0;
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}
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Operation * Motion::genMoveOperation()
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{
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return 0;
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}
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float Motion::checkCollisions(Domain& domain)
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{
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Domain::CollisionData collData;
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float collision_time = domain.checkCollision(m_entity, collData);
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m_collEntity = collData.collEntity;
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m_collision = collData.isCollision;
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m_collNormal = collData.collNormal;
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return collision_time;
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}
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bool Motion::resolveCollision()
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{
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Location & location(m_entity.m_location);
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bool moving = true;
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assert(m_collision);
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assert(m_collEntity != 0);
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assert(m_collEntity->m_location.m_loc != 0);
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// We have arrived at our target position and must
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// stop, or be deflected
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// FIXME This should become an assertion.
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if (location.m_loc != m_collEntity->m_location.m_loc) {
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// Race condition
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// This occurs if we get asked for a new update before
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// the last move has taken effect, so we make the new
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// pos exactly as it was when the last collision was
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// predicted.
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log(ERROR, compose("Collision Error: %1(%2) with parent %3 "
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"colliding with %4(%5) with parent %6",
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m_entity.getId(), m_entity.getType()->name(),
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location.m_loc->getId(), m_collEntity->getId(),
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m_collEntity->getType()->name(),
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m_collEntity->m_location.m_loc->getId()));
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} else {
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// FIXME Generate touch ops
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// This code relies on m_collNormal being a unit vector
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float vel_square_mag = location.velocity().sqrMag();
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location.m_velocity -= m_collNormal * Dot(m_collNormal, location.m_velocity);
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if (location.m_velocity.mag() / consts::base_velocity > 0.05) {
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m_collEntity = NULL;
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location.m_velocity.normalize();
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location.m_velocity *= std::sqrt(vel_square_mag);
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} else {
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// reset();
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location.m_velocity = Vector3D(0,0,0);
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moving = false;
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}
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}
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clearCollision();
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return moving;
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}
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