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/*
base/collision.cc
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2.
*/
#include "base/collision.h"
#include "base/game.h"
#include "core/zone.h"
#include "math/functions.h"
#include "math/vector3f.h"
namespace game {
void Collision::distance_test(core::EntityControlable *first, core::Entity *second)
{
if (!first->owner())
return;
if (first->state() == core::Entity::Docked)
return;
// FIXME - use distancesquared
const float d = math::distance(first->location(), second->location());
const float r = first->radius() + second->radius();
if (second->type() == core::Entity::Globe) {
// collision with a star or a planet
if ( (d-r) < 0.0f) {
// crash zone
if ((first->moduletype() == ship_enttype) && (first->state() != core::Entity::Destroyed)) {
first->owner()->send_warning("^RBOOM!^N");
static_cast<Ship *>(first)->explode();
first->entity_speed = 0;
}
} else if (first->owner()->last_warning() + 5.0f < core::application()->time()) {
// warning zone: star corona or planet atmosphere
if ((second->moduletype() == star_enttype) && (d-r < 50.0f)) {
first->owner()->send_warning("^3Warning: entering star corona!^N");
} else if ((second->moduletype() == planet_enttype) && (d-r < 15.0f)) {
first->owner()->send_warning("^3Warning: entering planet gravity well!^N");
}
}
}
}
void Collision::frame_zone(core::Zone *zone)
{
core::Zone::Content::iterator first;
core::Zone::Content::iterator second;
for (first = zone->content().begin(); first != zone->content().end(); first ++) {
second = first;
for (second++; second != zone->content().end(); second++) {
if ( (*first)->type() == core::Entity::Controlable) {
distance_test(static_cast<core::EntityControlable *>((*first)), (*second));
} else if ((*second)->type() == core::Entity::Controlable) {
distance_test(static_cast<core::EntityControlable *> ((*second)), (*first));
}
}
}
}
void Collision::frame(const float elapsed)
{
for (core::Zone::Registry::iterator it = core::Zone::registry().begin(); it != core::Zone::registry().end(); it++) {
frame_zone((*it).second);
}
}
} // namespace game
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