#include "PhysicsAPI.h" #include "Object.h" #include "DynamicObject.h" #include "Player.h" #include "Level.h" #include "AttatchmentMassDriver.h" #include "Game.h" #include "CollisionManager.h" #include "JumpPad.h" using namespace Oyster; using namespace GameLogic; void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss); void SendObjectFlying(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 force); //Physics::ICustomBody::SubscriptMessage void Player::PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) { Player *player = ((Game::PlayerData*)(rigidBodyPlayer->GetCustomTag()))->player; Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed? switch (realObj->GetObjectType()) { case OBJECT_TYPE::OBJECT_TYPE_GENERIC: PlayerVObject(*player,*realObj, kineticEnergyLoss); //return Physics::ICustomBody::SubscriptMessage_none; break; case OBJECT_TYPE::OBJECT_TYPE_BOX: PlayerVObject(*player,*realObj, kineticEnergyLoss); //return Physics::ICustomBody::SubscriptMessage_none; break; case OBJECT_TYPE::OBJECT_TYPE_PLAYER: //return Physics::ICustomBody::SubscriptMessage_none; break; case OBJECT_TYPE::OBJECT_TYPE_WORLD: PlayerVObject(*player,*realObj, kineticEnergyLoss); break; } //return Physics::ICustomBody::SubscriptMessage_none; } void JumpPad::JumpPadActivated(Oyster::Physics::ICustomBody *rigidBodyJumpPad, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) { JumpPad *jumpPad = (JumpPad*)(rigidBodyJumpPad->GetCustomTag()); Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed? switch (realObj->GetObjectType()) { case OBJECT_TYPE::OBJECT_TYPE_GENERIC: break; case OBJECT_TYPE::OBJECT_TYPE_BOX: break; case OBJECT_TYPE::OBJECT_TYPE_PLAYER: SendObjectFlying(*obj, jumpPad->pushForce); break; case OBJECT_TYPE::OBJECT_TYPE_WORLD: break; } } void SendObjectFlying(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 force) { Oyster::Physics::ICustomBody::State state; state = obj.GetState(); //state.ApplyLinearImpulse(force); obj.SetState(state); } 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 int damageDone = 0; int forceThreashHold = 200000; if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough { damageDone = (int)(kineticEnergyLoss * 0.10f); //player.DamageLife(damageDone); } } Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj) { return Physics::ICustomBody::SubscriptMessage_none; } Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) { return Physics::ICustomBody::SubscriptMessage_none; } Oyster::Physics::ICustomBody::SubscriptMessage Player::PlayerCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj) { return Physics::ICustomBody::SubscriptMessage_player_collision_response; } Oyster::Physics::ICustomBody::SubscriptMessage Player::PlayerCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) { return Physics::ICustomBody::SubscriptMessage_none; } //Oyster::Physics::ICustomBody::SubscriptMessage Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj) { return Physics::ICustomBody::SubscriptMessage_ignore_collision_response; } Oyster::Physics::ICustomBody::SubscriptMessage CollisionManager::IgnoreCollision(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody *obj) { return Physics::ICustomBody::SubscriptMessage_ignore_collision_response; } Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss) { return Physics::ICustomBody::SubscriptMessage_ignore_collision_response; } void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj, void *args) { Oyster::Physics::ICustomBody::State state; Object *realObj = (Object*)obj->GetCustomTag(); if(realObj->GetObjectType() == OBJECT_TYPE_PLAYER || realObj->GetObjectType() == OBJECT_TYPE_WORLD) return; state = obj->GetState(); //state.ApplyLinearImpulse(((forcePushData*)(args))->pushForce); obj->SetState(state); } void AttatchmentMassDriver::AttemptPickUp(Oyster::Physics::ICustomBody *obj, void* args) { AttatchmentMassDriver *weapon = ((AttatchmentMassDriver*)args); if(weapon->hasObject) { //do nothing } else { Object* realObj = (Object*)(obj->GetCustomTag()); //check so that it is an object that you can pickup switch(realObj->GetObjectType()) { case OBJECT_TYPE::OBJECT_TYPE_BOX: //move obj to limbo in physics to make sure it wont collide with anything Oyster::Physics::API::Instance().MoveToLimbo(obj); weapon->heldObject = obj; //weapon now holds the object weapon->hasObject = true; break; } } }