#include "PhysicsAPI.h" #include "Object.h" #include "DynamicObject.h" #include "Player.h" #include "Level.h" #include "AttatchmentMassDriver.h" using namespace Oyster; using namespace GameLogic; void PlayerVBox(Player &player, DynamicObject &box, Oyster::Math::Float kineticEnergyLoss); void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss); //Physics::ICustomBody::SubscriptMessage void Player::PlayerCollision(const Oyster::Physics::ICustomBody *rigidBodyPlayer, const Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) { Player *player = ((Player*)(rigidBodyPlayer->GetCustomTag())); Object *realObj = (Object*)obj->GetCustomTag(); switch (realObj->GetType()) { case OBJECT_H::OBJECT_TYPE_GENERIC: PlayerVObject(*player,*realObj, kineticEnergyLoss); //return Physics::ICustomBody::SubscriptMessage_none; break; case OBJECT_TYPE::OBJECT_TYPE_BOX: PlayerVBox(*player,(*(DynamicObject*) realObj), kineticEnergyLoss); //return Physics::ICustomBody::SubscriptMessage_none; break; case OBJECT_TYPE::OBJECT_TYPE_PLAYER: //return Physics::ICustomBody::SubscriptMessage_none; break; } //return Physics::ICustomBody::SubscriptMessage_none; } void PlayerVBox(Player &player, DynamicObject &box, Oyster::Math::Float kineticEnergyLoss) { //use kinetic energyloss of the collision in order too determin how much damage to take //use as part of the damage algorithm player.DamageLife(20); } void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss) { //Collision between a player and a general static or dynamic object //use kinetic energyloss of the collision in order too determin how much damage to take //use as part of the damage algorithm player.DamageLife(20); } //Oyster::Physics::ICustomBody::SubscriptMessage void Level::LevelCollision(const Oyster::Physics::ICustomBody *rigidBodyLevel, const Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) { //return Physics::ICustomBody::SubscriptMessage_ignore_collision_response; } void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj) { Oyster::Math::Float4 pushForce = Oyster::Math::Float4(this->owner->GetLookDir()) * (500); ((Object*)obj->GetCustomTag())->ApplyLinearImpulse(pushForce); }