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-rw-r--r--src/core/entity.cc27
-rw-r--r--src/core/entity.h5
2 files changed, 32 insertions, 0 deletions
diff --git a/src/core/entity.cc b/src/core/entity.cc
index 89e494a..4c4c35b 100644
--- a/src/core/entity.cc
+++ b/src/core/entity.cc
@@ -757,6 +757,33 @@ void EntityDynamic::set_state(int state)
}
}
+void EntityDynamic::nudge()
+{
+ if (!zone()) {
+ return;
+ }
+
+ for (Zone::Content::const_iterator it = zone()->content().begin(); it != zone()->content().end(); it++) {
+ const Entity *other = (*it);
+ if ((other->type() != Projectile) && (other != this)) {
+ // check distance
+ const float d = math::distance(location(), other->location());
+ const float r = radius() + other->radius();
+
+ if ( d < r ) {
+ // nudge into randomize direction
+ math::Axis nudge_axis(axis());
+ nudge_axis.change_direction(math::randomf(60.0f) - 30.0f);
+ nudge_axis.change_pitch(math::randomf(60.0f) - 30.0f);
+ set_location(location() + nudge_axis.forward() * (r - d + 0.001f));
+
+ // restart search
+ it = zone()->content().begin();
+ }
+ }
+ }
+}
+
void EntityDynamic::reset()
{
// no bullet physics on NonSolid entities
diff --git a/src/core/entity.h b/src/core/entity.h
index adeac0f..a1de121 100644
--- a/src/core/entity.h
+++ b/src/core/entity.h
@@ -674,6 +674,11 @@ public:
virtual void reset();
/**
+ * @brief nudge the entity out of the radius of other entities in its current zune
+ */
+ void nudge();
+
+ /**
* @brief physics collision callback
* This funcion is called by the physics engine if the entity collides with another entity.
* It can be implemented by game child classes to provide collision effects and feedback.