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forked from 0ad/0ad
0ad/source/simulation2/components/CCmpMotionBall.cpp
Ykkrosh 4fed9b8242 # Added initial support for players and population counters in new simulation system, plus various infrastructure improvements.
Merge from 22b478ffed8d.
Pure scripted interface definitions.
Entity creation from scripts.
Improved messaging system.
Messages on entity deletion.
Basic player entities.
Player ownership.
Bug fixes.

This was SVN commit r7281.
2010-01-22 20:03:14 +00:00

112 lines
2.9 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "simulation2/system/Component.h"
#include "ICmpMotion.h"
#include "ICmpPosition.h"
#include "simulation2/MessageTypes.h"
#include "graphics/Terrain.h"
class CCmpMotionBall : public ICmpMotion
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_Update);
}
DEFAULT_COMPONENT_ALLOCATOR(MotionBall)
// Current speed in metres per second
float m_SpeedX, m_SpeedZ;
virtual void Init(const CSimContext& UNUSED(context), const CParamNode& UNUSED(paramNode))
{
m_SpeedX = 0;
m_SpeedZ = 0;
}
virtual void Deinit(const CSimContext& UNUSED(context))
{
}
virtual void Serialize(ISerializer& serialize)
{
serialize.NumberFloat_Unbounded("speed x", m_SpeedX);
serialize.NumberFloat_Unbounded("speed z", m_SpeedZ);
}
virtual void Deserialize(const CSimContext& context, const CParamNode& paramNode, IDeserializer& deserialize)
{
Init(context, paramNode);
deserialize.NumberFloat_Unbounded(m_SpeedX);
deserialize.NumberFloat_Unbounded(m_SpeedZ);
}
virtual void HandleMessage(const CSimContext& context, const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_Update:
{
CFixed_23_8 dt = static_cast<const CMessageUpdate&> (msg).turnLength;
Move(context, dt);
break;
}
}
}
void Move(const CSimContext& context, CFixed_23_8 dt);
};
void CCmpMotionBall::Move(const CSimContext& context, CFixed_23_8 dt)
{
CmpPtr<ICmpPosition> cmpPosition(context, GetEntityId());
if (cmpPosition.null())
return;
// TODO: this is all FP-unsafe
CFixedVector3D pos = cmpPosition->GetPosition();
float x = pos.X.ToFloat();
float z = pos.Z.ToFloat();
CVector3D normal;
context.GetTerrain().CalcNormal(x / CELL_SIZE, z / CELL_SIZE, normal);
// Flatten the vector, to get the downhill force
float g = 10.f;
CVector3D force(g * normal.X, 0.f, g * normal.Z);
m_SpeedX += force.X;
m_SpeedZ += force.Z;
float drag = 0.5f; // fractional decay per second
float dt_ = dt.ToFloat();
m_SpeedX *= pow(drag, dt_);
m_SpeedZ *= pow(drag, dt_);
cmpPosition->MoveTo(entity_pos_t::FromFloat(x + m_SpeedX * dt_), entity_pos_t::FromFloat(z + m_SpeedZ * dt_));
}
REGISTER_COMPONENT_TYPE(MotionBall)