|
|
|
@ -407,6 +407,13 @@ LauncherTarget missile_launcher_target(GameState *gs, Entity *launcher)
|
|
|
|
|
return (LauncherTarget){.target_found = target_found, .facing_angle = to_face};
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void destroy_constraints(cpBody *body, cpConstraint *constraint, void *data)
|
|
|
|
|
{
|
|
|
|
|
((Entity*)cpConstraintGetUserData(constraint))->landed_constraint = NULL;
|
|
|
|
|
cpSpaceRemoveConstraint(cpBodyGetSpace(body), constraint);
|
|
|
|
|
cpConstraintFree(constraint);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void destroy_child_shape(cpBody *body, cpShape *shape, void *data)
|
|
|
|
|
{
|
|
|
|
|
GameState *gs = (GameState *)data;
|
|
|
|
@ -447,14 +454,22 @@ void entity_memory_free(GameState *gs, Entity *e)
|
|
|
|
|
cpShapeFree(e->shape);
|
|
|
|
|
e->shape = NULL;
|
|
|
|
|
}
|
|
|
|
|
if (e->landed_constraint != NULL)
|
|
|
|
|
{
|
|
|
|
|
cpSpaceRemoveConstraint(gs->space, e->landed_constraint);
|
|
|
|
|
cpConstraintFree(e->landed_constraint);
|
|
|
|
|
e->landed_constraint = NULL;
|
|
|
|
|
}
|
|
|
|
|
if (e->body != NULL)
|
|
|
|
|
{
|
|
|
|
|
// need to do this here because body which constraint is attached to can be destroyed
|
|
|
|
|
// NOT TRUE: can't do this here because the handle to the constraint cannot be set to NULL. Constraints are freed by the entities that own them
|
|
|
|
|
cpBodyEachConstraint(e->body, destroy_constraints, NULL);
|
|
|
|
|
cpBodyEachShape(e->body, destroy_child_shape, (void *)gs);
|
|
|
|
|
cpSpaceRemoveBody(gs->space, e->body);
|
|
|
|
|
cpBodyFree(e->body);
|
|
|
|
|
e->body = NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Entity *front_of_free_list = get_entity(gs, gs->free_list);
|
|
|
|
|
if (front_of_free_list != NULL)
|
|
|
|
|
flight_assert(!front_of_free_list->exists);
|
|
|
|
@ -518,6 +533,12 @@ void create_body(GameState *gs, Entity *e)
|
|
|
|
|
cpBodySetUserData(e->body, (void *)e);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// must always call this after creating a constraint
|
|
|
|
|
void on_create_constraint(Entity *e, cpConstraint* c)
|
|
|
|
|
{
|
|
|
|
|
cpConstraintSetUserData(c, (cpDataPointer)e);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
cpVect player_vel(GameState *gs, Entity *player)
|
|
|
|
|
{
|
|
|
|
|
flight_assert(player->is_player);
|
|
|
|
@ -627,8 +648,6 @@ void create_player(Player *player)
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void create_orb(GameState *gs, Entity *e)
|
|
|
|
|
{
|
|
|
|
|
create_body(gs, e);
|
|
|
|
@ -1606,6 +1625,41 @@ SerMaybeFailure ser_entity(SerState *ser, GameState *gs, Entity *e)
|
|
|
|
|
case BoxMissileLauncher:
|
|
|
|
|
SER_MAYBE_RETURN(ser_f(ser, &e->missile_construction_charge));
|
|
|
|
|
break;
|
|
|
|
|
case BoxLandingGear:
|
|
|
|
|
{
|
|
|
|
|
bool is_null = e->landed_constraint == NULL;
|
|
|
|
|
SER_VAR(&is_null);
|
|
|
|
|
if (!is_null)
|
|
|
|
|
{
|
|
|
|
|
EntityID from = {0};
|
|
|
|
|
EntityID to = {0};
|
|
|
|
|
cpVect pin = {0};
|
|
|
|
|
if (ser->serializing)
|
|
|
|
|
{
|
|
|
|
|
from = get_id(gs, cp_body_entity(cpConstraintGetBodyA(e->landed_constraint)));
|
|
|
|
|
to = get_id(gs, cp_body_entity(cpConstraintGetBodyB(e->landed_constraint)));
|
|
|
|
|
pin = cpPivotJointGetAnchorA(e->landed_constraint);
|
|
|
|
|
}
|
|
|
|
|
SER_MAYBE_RETURN(ser_entityid(ser, &from));
|
|
|
|
|
SER_MAYBE_RETURN(ser_entityid(ser, &to));
|
|
|
|
|
SER_MAYBE_RETURN(ser_V2(ser, &pin));
|
|
|
|
|
if (!ser->serializing)
|
|
|
|
|
{
|
|
|
|
|
Entity *from_entity = get_entity(gs, from);
|
|
|
|
|
Entity *to_entity = get_entity(gs, to);
|
|
|
|
|
if (from_entity == NULL || to_entity == NULL)
|
|
|
|
|
{
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
e->landed_constraint = cpPivotJointNew(from_entity->body, to_entity->body, pin);
|
|
|
|
|
cpSpaceAddConstraint(gs->space, e->landed_constraint);
|
|
|
|
|
on_create_constraint(e, e->landed_constraint);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
@ -2434,7 +2488,7 @@ void create_initial_world(GameState *gs)
|
|
|
|
|
create_hard_shell_station(gs, (cpVect){-5.0, 5.0}, BoxCloaking);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#if 1 // scanner box
|
|
|
|
|
#if 0 // scanner box
|
|
|
|
|
bool indestructible = false;
|
|
|
|
|
enum CompassRotation rot = Right;
|
|
|
|
|
{
|
|
|
|
@ -2458,6 +2512,29 @@ void create_initial_world(GameState *gs)
|
|
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#if 1 // landing gear box
|
|
|
|
|
bool indestructible = false;
|
|
|
|
|
cpVect from = cpv(4.0 * BOX_SIZE, 0.0);
|
|
|
|
|
enum CompassRotation rot = Right;
|
|
|
|
|
{
|
|
|
|
|
Entity *grid = new_entity(gs);
|
|
|
|
|
grid_create(gs, grid);
|
|
|
|
|
entity_set_pos(grid, from);
|
|
|
|
|
BOX_AT_TYPE(grid, ((cpVect){0.0, 0.0}), BoxLandingGear);
|
|
|
|
|
// BOX_AT(grid, ((cpVect){0.0, -BOX_SIZE}));
|
|
|
|
|
// BOX_AT_TYPE(grid, ((cpVect){BOX_SIZE, 0.0}), BoxMerge);
|
|
|
|
|
entity_ensure_in_orbit(gs, grid);
|
|
|
|
|
cpBodySetVelocity(grid->body, cpv(0.1, 0.0));
|
|
|
|
|
}
|
|
|
|
|
{
|
|
|
|
|
Entity *grid = new_entity(gs);
|
|
|
|
|
grid_create(gs, grid);
|
|
|
|
|
entity_set_pos(grid, cpvadd(from, cpv(2.0 * BOX_SIZE, 0.0)));
|
|
|
|
|
BOX_AT_TYPE(grid, ((cpVect){0.0, 0.0}), BoxHullpiece);
|
|
|
|
|
entity_ensure_in_orbit(gs, grid);
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#if 0 // merge box
|
|
|
|
|
bool indestructible = false;
|
|
|
|
|
double theta = deg2rad(65.0);
|
|
|
|
@ -3415,6 +3492,27 @@ void process(struct GameState *gs, double dt)
|
|
|
|
|
cur_box->scanner_head_rotate += cur_box->scanner_head_rotate_speed * dt;
|
|
|
|
|
cur_box->scanner_head_rotate = fmod(cur_box->scanner_head_rotate, 2.0 * PI);
|
|
|
|
|
}
|
|
|
|
|
if (cur_box->box_type == BoxLandingGear)
|
|
|
|
|
{
|
|
|
|
|
if (cur_box->landed_constraint == NULL)
|
|
|
|
|
{
|
|
|
|
|
cpVect along = box_facing_vector(cur_box);
|
|
|
|
|
cpVect from = cpvadd(entity_pos(cur_box), cpvmult(along, BOX_SIZE / 2.0 + 0.03));
|
|
|
|
|
cpVect to = cpvadd(from, cpvmult(along, LANDING_GEAR_MAX_DIST));
|
|
|
|
|
|
|
|
|
|
cpSegmentQueryInfo query_result = {0};
|
|
|
|
|
cpShape *found = cpSpaceSegmentQueryFirst(gs->space, from, to, 0.0, FILTER_DEFAULT, &query_result);
|
|
|
|
|
if (found != NULL && cpShapeGetBody(found) != box_grid(cur_box)->body)
|
|
|
|
|
{
|
|
|
|
|
cpVect anchor = cpvadd(entity_pos(cur_box), cpvmult(along, BOX_SIZE / 2.0));
|
|
|
|
|
cpBody *a = box_grid(cur_box)->body;
|
|
|
|
|
cpBody *b = cpShapeGetBody(found);
|
|
|
|
|
cur_box->landed_constraint = cpPivotJointNew(a, b, anchor);
|
|
|
|
|
cpSpaceAddConstraint(gs->space, cur_box->landed_constraint);
|
|
|
|
|
on_create_constraint(cur_box, cur_box->landed_constraint);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|