void Player::Start()
{
	IsTrigger(true);
	SetGravity(0.0f);
	SetVelocity(0.0f,0.0f);
	SetFriction(0.1f);
	SetDamping(1.0f);
	SetAngularDamping(1.5f);
	lives = 3;
	SetState(NormalState);
	lookAtPoint = Vector2(2.0f, 2.0f);
	speed = 7.0f;
	firstFire = true;
}
void TempSummon::InitStats(uint32 duration)
{ 
    ASSERT(!IsPet());

    m_timer = duration;
    m_lifetime = duration;

    if (m_type == TEMPSUMMON_MANUAL_DESPAWN)
        m_type = (duration == 0) ? TEMPSUMMON_DEAD_DESPAWN : TEMPSUMMON_TIMED_DESPAWN;

    Unit* owner = GetSummoner();
    if (owner)
	{
		if (IsTrigger() && m_spells[0])
		{
			setFaction(owner->getFaction());
			SetLevel(owner->getLevel());
			if (owner->GetTypeId() == TYPEID_PLAYER)
				m_ControlledByPlayer = true;
		}

		if (owner->GetTypeId() == TYPEID_PLAYER)
			m_CreatedByPlayer = true;
    }

    if (!m_Properties)
        return;

    if (owner)
    {
        if (uint32 slot = m_Properties->Slot)
        {
            if (owner->m_SummonSlot[slot] && owner->m_SummonSlot[slot] != GetGUID())
            {
                Creature* oldSummon = GetMap()->GetCreature(owner->m_SummonSlot[slot]);
                if (oldSummon && oldSummon->IsSummon())
                    oldSummon->ToTempSummon()->UnSummon();
            }
            owner->m_SummonSlot[slot] = GetGUID();
        }
    }

    if (m_Properties->Faction)
        setFaction(m_Properties->Faction);
    else if (IsVehicle() && owner) // properties should be vehicle
        setFaction(owner->getFaction());
}
void CPhysicsObject::BecomeTrigger()
{
	if ( IsTrigger() )
		return;

	EnableDrag( false );
	EnableGravity( false );

	// UNDONE: Use defaults here?  Do we want object sets by default?
	IVP_Template_Phantom trigger;
    trigger.manage_intruding_cores = IVP_TRUE; // manage a list of intruded objects
	trigger.dont_check_for_unmoveables = IVP_TRUE;
    trigger.exit_policy_extra_radius = 0.1f; // relatively strict exit check [m]

	m_pObject->convert_to_phantom( &trigger );

	// hook up events
	IVP_Environment *pEnv = m_pObject->get_environment();
	CPhysicsEnvironment *pVEnv = (CPhysicsEnvironment *)pEnv->client_data;
	pVEnv->PhantomAdd( this );
}
Example #4
0
void CPhysicsObject::BecomeTrigger() {
	if (IsTrigger())
		return;

	EnableDrag(false);
	EnableGravity(false);

	m_pEnv->GetBulletEnvironment()->removeRigidBody(m_pObject);

	m_pGhostObject = new btGhostObject;
	m_pGhostObject->setCollisionShape(m_pObject->getCollisionShape());
	m_pGhostObject->setUserPointer(this);
	m_pGhostObject->setCollisionFlags(m_pGhostObject->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE | btCollisionObject::CF_STATIC_OBJECT);
	m_pGhostObject->setWorldTransform(m_pObject->getWorldTransform());
	
	m_pGhostCallback = new CGhostTriggerCallback(this);
	if (m_pGhostCallback)
		m_pGhostObject->setCallback(m_pGhostCallback);

	m_pEnv->GetBulletEnvironment()->addCollisionObject(m_pGhostObject, COLGROUP_WORLD, ~COLGROUP_WORLD);
}
void CPhysicsObject::WriteToTemplate( vphysics_save_cphysicsobject_t &objectTemplate )
{
	if ( m_collideType == COLLIDE_BALL )
	{
		objectTemplate.pCollide = NULL;
		objectTemplate.sphereRadius = GetSphereRadius();
	}
	else
	{
		objectTemplate.pCollide = GetCollide();
		objectTemplate.sphereRadius = 0;
	}
	objectTemplate.isStatic = IsStatic();
	objectTemplate.collisionEnabled = IsCollisionEnabled();
	objectTemplate.gravityEnabled = IsGravityEnabled();
	objectTemplate.dragEnabled = IsDragEnabled();
	objectTemplate.motionEnabled = IsMotionEnabled();
	objectTemplate.isAsleep = IsAsleep();
	objectTemplate.isTrigger = IsTrigger();
	objectTemplate.materialIndex = m_materialIndex;
	objectTemplate.mass = GetMass();

	objectTemplate.rotInertia = GetInertia();
	GetDamping( &objectTemplate.speedDamping, &objectTemplate.rotSpeedDamping );
	objectTemplate.massCenterOverride = m_massCenterOverride;
    
	objectTemplate.callbacks = m_callbacks;
	objectTemplate.gameFlags = m_gameFlags;
	objectTemplate.volume = GetVolume();
	objectTemplate.dragCoefficient = m_dragCoefficient;
	objectTemplate.angDragCoefficient = m_angDragCoefficient;
	objectTemplate.pShadow = m_pShadow;
	objectTemplate.hasShadowController = (m_pShadow != NULL) ? true : false;
	//bool			m_shadowTempGravityDisable;
	objectTemplate.collideType = m_collideType;
	objectTemplate.contentsMask = m_contentsMask;
	GetPosition( &objectTemplate.origin, &objectTemplate.angles );
	GetVelocity( &objectTemplate.velocity, &objectTemplate.angVelocity );
}
Example #6
0
void CPhysicsObject::RemoveTrigger() {
	if (!IsTrigger())
		return;

	EnableDrag(true);
	EnableGravity(true);

	m_pObject->setWorldTransform(m_pGhostObject->getWorldTransform());

	if (IsStatic())
		m_pEnv->GetBulletEnvironment()->addRigidBody(m_pObject, COLGROUP_WORLD, ~COLGROUP_WORLD);
	else
		m_pEnv->GetBulletEnvironment()->addRigidBody(m_pObject);

	m_pGhostObject->setCallback(NULL);
	delete m_pGhostCallback;
	m_pGhostCallback = NULL;

	m_pEnv->GetBulletEnvironment()->removeCollisionObject(m_pGhostObject);
	delete m_pGhostObject;
	m_pGhostObject = NULL;
}
void CEditorCondition::Render(CRect &Pos, CDC &dc, bool EventSelected, CChronoEventEditor& Ed, bool bBookmarked, bool bEnabled)
{
	COLORREF BG;
	BG = m_select(&Ed)? CONDITION_BG_SEL : (EventSelected? CONDITION_BG_EVSEL : CONDITION_BG);
	if(IsTrigger(NULL))
	{
		BG = m_select(&Ed)? CONDITION_BG_SEL : (EventSelected? CONDITION_BG_EVSEL : EVENT_BG);	
	}

	// Animating
	if(m_Anim.m_bDestroyed)
	{
		CRect Calc = Pos;
		Pos.OffsetRect(0,m_Anim.Space);
		Calc.bottom = Pos.bottom;
		dc.FillSolidRect(Calc,BG);
		return;
	}

	CRect Box = Pos;

	Box.bottom+= m_rect(&Ed).Height();

	CRect Calc = Pos;
	Calc.bottom = Box.bottom;

	CHTMLFont f;
	f.SetBold(false);
	f.SetSize(8);
	f.SetName("Segoe UI");
	f.SetImage(false);

	// Is it enabled?
	if (!bEnabled)
		f.SetStrike(true);

	CString Out;
	Out.Format("%s", m_Text);
	g_HTMLDraw.DrawText(&dc, Out, f, Calc, 0, &Ed, &m_imgs,&params);
	m_Readable.Format("%s", Out);

	dc.FillSolidRect(Calc,BG);
	{
		CRect Calc2 = Calc;
		CRect Calc = Pos;
		Calc.bottom = Box.bottom;

		//We may be hovering over something.
		CPoint mouse;
		GetCursorPos(&mouse);
		Ed.ScreenToClient(&mouse);

		if(Calc2.PtInRect(mouse) && m_select(&Ed))
		{
			for(int p = 0; p < params.size(); p++)
				for(int d = 0; d < params[p]->displayrects.size(); d++)
					if(params[p]->displayrects[d].PtInRect(mouse))
					{
						for(int a = 0; a < params[p]->displayrects.size(); a++)
							dc.FillSolidRect(params[p]->displayrects[a], RGB(100,255,100));
						continue;
					}
		}

		// End hover
		CString Out;

		bool show_quotes = true;
		if (m_Text.Find("#noquotes") != -1) show_quotes = false;

		CString display_text = m_Text;
		display_text.Replace("#noquotes", "");
		if (!show_quotes) display_text.Replace("\"", "");

		Out.Format("%s", display_text);
		g_HTMLDraw.DrawText(&dc, Out, f, Calc, 0, &Ed, &m_imgs,&params);
		m_Readable.Format("%s", Out);

		if(m_select(&Ed))
			dc.Draw3dRect(Calc2,CONDITION_BG_SEL2,CONDITION_BG_SEL2);
	}


	m_rect(&Ed) = Calc;
	
	Pos.OffsetRect(CPoint(0,Calc.Height()));
	m_Anim.Space = Calc.Height();

	if(IsLoop(NULL))
	{
		Pos.left += 10;
	}
}