Danbias/Code/Game/GameLogic/DynamicObject.cpp

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#include "DynamicObject.h"
#include "CollisionManager.h"
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#include "Player.h"
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using namespace GameLogic;
using namespace Oyster::Math;
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DynamicObject::DynamicObject()
:Object()
{
this->isReleased = false;
this->isActive = true;
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this->affectedBy = NULL;
this->manipulatedBy = NULL;
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
:Object(rigidBody, EventOnCollision, type, objectID)
{
this->isReleased = false;
this->isActive = true;
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this->affectedBy = NULL;
this->manipulatedBy = NULL;
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID)
:Object(rigidBody, EventOnCollision, type, objectID)
{
this->isReleased = false;
this->isActive = true;
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this->affectedBy = NULL;
this->manipulatedBy = NULL;
}
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DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , void (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision)
:Object(rigidBody, EventOnCollision, type, objectID)
{
this->extraDamageOnCollision = extraDamageOnCollision;
this->isReleased = false;
this->isActive = true;
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this->affectedBy = NULL;
this->manipulatedBy = NULL;
}
DynamicObject::DynamicObject(Oyster::Physics::ICustomBody *rigidBody , Oyster::Physics::ICustomBody::SubscriptMessage (*EventOnCollision)(Oyster::Physics::ICustomBody *proto,Oyster::Physics::ICustomBody *deuter,Oyster::Math::Float kineticEnergyLoss), ObjectSpecialType type, int objectID, Oyster::Math::Float extraDamageOnCollision)
:Object(rigidBody, EventOnCollision, type, objectID)
{
this->extraDamageOnCollision = extraDamageOnCollision;
this->isReleased = false;
this->isActive = true;
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this->affectedBy = NULL;
this->manipulatedBy = NULL;
}
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DynamicObject::~DynamicObject(void)
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{
}
void DynamicObject::ReleaseDynamicObject()
{
//TODO: Inactivate the physics object
if(this->isReleased) return;
this->isReleased = true;
this->isActive = false;
this->lookDirection = Float3::null;
this->forwardDirection = Float3::null;
this->scale = Float3::null;
this->extraDamageOnCollision = 0;
}
bool DynamicObject::IsReleased()
{
return this->isReleased;
}
bool DynamicObject::IsActive()
{
return this->isActive;
}
void DynamicObject::Inactivate()
{
this->isActive = false;
}
void DynamicObject::Activate()
{
this->isActive = true;
this->isReleased = false;
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}
void DynamicObject::SetAffectedBy(Player &player)
{
this->affectedBy = &player;
if(this->type != ObjectSpecialType::ObjectSpecialType_Player) //should not add itself to its own list if its a player
{
player.AddAffectedObject(*this);
}
}
Player* DynamicObject::getAffectingPlayer()
{
return this->affectedBy;
}
void DynamicObject::RemoveAffectedBy()
{
this->affectedBy = NULL;
}
GameLogic::Player* DynamicObject::getManipulatingPlayer()
{
return this->manipulatedBy;
}
void DynamicObject::SetManipulatingPlayer(GameLogic::Player &player)
{
this->manipulatedBy = &player;
}
void DynamicObject::RemoveManipulation()
{
this->manipulatedBy = NULL;
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}