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authorStijn Buys <ingar@osirion.org>2012-10-11 19:47:30 +0000
committerStijn Buys <ingar@osirion.org>2012-10-11 19:47:30 +0000
commitb0d67843c43f50f36a92c4b8694b3df380ce50b1 (patch)
treebce9b7e4c30862a411909a96b2d7b298c9e0999f /src/game
parent529e80912f5a62eba69190aadf026a6cf1e27ea4 (diff)
Moved handling of the physics reset for the Docked and Destroyed state from game tp core.
Diffstat (limited to 'src/game')
-rw-r--r--src/game/base/game.cc8
-rw-r--r--src/game/base/ship.cc74
-rw-r--r--src/game/base/ship.h3
-rw-r--r--src/game/base/shipmodel.cc2
4 files changed, 22 insertions, 65 deletions
diff --git a/src/game/base/game.cc b/src/game/base/game.cc
index f542676..8c82968 100644
--- a/src/game/base/game.cc
+++ b/src/game/base/game.cc
@@ -90,7 +90,9 @@ void Game::func_join(core::Player *player, std::string const &args)
ship->set_dock(dock);
player->set_view(dock);
}
-
+
+ ship->reset();
+
player->send("^BYou received " + aux::article(Default::shipmodel->name()));
player->sound("game/buy-ship");
}
@@ -344,10 +346,12 @@ void Game::func_give(core::Player *player, const std::string &args)
// FIME move this into a method in the Ship class
ship->set_zone(player->control()->zone());
ship->get_location().assign(player->control()->location());
- ship->set_state(player->control()->state());
+
ship->set_dock(oldship->dock());
ship->get_axis().assign(player->control()->axis());
ship->set_thrust(player->control()->thrust());
+
+ ship->set_state(player->control()->state());
ship->reset();
//target_thrust is protected
//ship->target_thrust = player->control()->target_thrust());
diff --git a/src/game/base/ship.cc b/src/game/base/ship.cc
index ba30d67..4efba27 100644
--- a/src/game/base/ship.cc
+++ b/src/game/base/ship.cc
@@ -101,9 +101,9 @@ Ship::Ship(core::Player *owner, const ShipModel *shipmodel) : core::EntityContro
}
// initialize physics
- reset();
-
- body()->setDamping(ship_shipmodel->linear_damping(), ship_shipmodel->angular_damping());
+ // FIXME probably should not be called here
+ //reset();
+ //body()->setDamping(ship_shipmodel->linear_damping(), ship_shipmodel->angular_damping());
}
Ship::~Ship()
@@ -287,8 +287,9 @@ void Ship::reset()
current_target_vstrafe = 0.0f;
current_target_afterburner = 0.0f;
- if (state() != core::Entity::Docked) {
- EntityControlable::reset();
+ EntityControlable::reset();
+
+ if (body()) {
body()->setDamping(ship_shipmodel->linear_damping(), ship_shipmodel->angular_damping());
}
}
@@ -301,67 +302,21 @@ void Ship::set_zone(core::Zone *zone)
owner()->set_zone(zone);
}
-void Ship::set_state(int state)
-{
- EntityControlable::set_state(state);
-
- if (state != core::Entity::Docked) {
-
- ship_dock = 0;
- } else if (body()) {
- // FIXME this weird hack removes docked ships from the bullet simulation
- // this should be moved into core:: together with the set_state() / reset() cycle
- // The game module should not be bothered with this
- // set_state() and reset() should be merged
-
- if (entity_motionstate) {
- delete entity_motionstate;
- entity_motionstate = 0;
- }
-
- if (zone() && zone()->physics()) {
- if (entity_actioninterface) {
- entity_zone->physics()->removeAction(entity_actioninterface);
- delete entity_actioninterface;
- entity_actioninterface = 0;
- }
- entity_zone->physics()->removeRigidBody(body());
- }
-
- if (entity_collision_shape) {
- delete entity_collision_shape;
- entity_collision_shape = 0;
- }
-
- for (CollisionShapes::iterator sit = entity_collision_child_shapes.begin(); sit != entity_collision_child_shapes.end(); sit++) {
- delete (*sit);
- (*sit) = 0;
- }
- entity_collision_child_shapes.clear();
-
- if (entity_body) {
- delete entity_body;
- entity_body = 0;
- }
-
- if (entity_body_info) {
- delete entity_body_info;
- entity_body_info = 0;
- }
- }
-}
-
void Ship::set_dock(core::Entity *dock)
{
- if (!dock)
+ if (!dock) {
+ ship_dock = 0;
return;
+ }
get_location().assign(dock->location());
get_axis().assign(dock->axis());
ship_dock = dock;
-
- // if the dock is not owned by a player. set it as spawn
+
set_state(core::Entity::Docked);
+ reset();
+
+ // if the dock is not owned by a player. set it as spawn
const core::Player *owner = (dock->type() == core::Entity::Controlable ? static_cast<core::EntityControlable *>(dock)->owner() : 0 );
if (!owner) {
set_spawn(dock);
@@ -380,10 +335,9 @@ void Ship::launch()
else
get_location().assign(ship_dock->location() + (ship_dock->axis().forward() * (this->radius() + ship_dock->radius())));
- set_state(core::Entity::Normal);
-
ship_dock = 0;
+ set_state(core::Entity::Normal);
reset();
}
diff --git a/src/game/base/ship.h b/src/game/base/ship.h
index f705231..230d406 100644
--- a/src/game/base/ship.h
+++ b/src/game/base/ship.h
@@ -115,7 +115,7 @@ public:
/// Initiate jump, departing from a jump point
void initiate_jump(JumpPoint *depart);
- /// void reset drive controls
+ /// reset physics state and ship controls
virtual void reset();
/// explode the ship
@@ -127,7 +127,6 @@ public:
/// toggle jump drive activation
void func_jump(std::string const & args);
- virtual void set_state(int state);
/**
* @brief dock the ship at a station, planet or another player's ship_dock
* This will set the ship's state to Entity::Docked and reset spawn if required
diff --git a/src/game/base/shipmodel.cc b/src/game/base/shipmodel.cc
index b7fa7b0..6e21d91 100644
--- a/src/game/base/shipmodel.cc
+++ b/src/game/base/shipmodel.cc
@@ -330,7 +330,7 @@ void ShipModel::buy(core::EntityControlable *buyer, core::Entity *seller)
ship->get_axis().assign(seller->axis());
ship->get_axis().change_direction(180.0f);
ship->set_dock(seller);
- ship->reset();
+ //ship->reset(); // reset() is done by set_dock()
// transfer inventory
for (core::Inventory::Items::iterator it = player->control()->inventory()->items().begin();