From 0c6499e6789db9686bcea3bb3b7f782c2f659eb7 Mon Sep 17 00:00:00 2001 From: Stijn Buys Date: Wed, 24 Dec 2014 21:11:43 +0000 Subject: Prevent projectiles from hitting the enity that fired it, prevent projectiles from hitting each other. --- src/core/entityprojectile.cc | 27 +++++++++++++++++++++------ src/game/base/npc.cc | 2 +- src/game/base/platform.cc | 8 ++------ src/game/base/ship.cc | 4 +--- 4 files changed, 25 insertions(+), 16 deletions(-) diff --git a/src/core/entityprojectile.cc b/src/core/entityprojectile.cc index 440c46b..ac016e0 100644 --- a/src/core/entityprojectile.cc +++ b/src/core/entityprojectile.cc @@ -60,13 +60,28 @@ void EntityProjectile::upkeep(const unsigned long timestamp) void EntityProjectile::collision(Entity *other) { - if (state() == Entity::Destroyed) { + if (state() == Entity::Destroyed) + { return; - } else { - if ((other->type() == Dynamic) || (other->type() == Controlable)) { - static_cast(other)->hit(this); + } else + { + if (other->id() == projectile_spawn_id) + { + // don't shoot yourself + return; + } + switch(other->type()) + { + case Projectile: + return; + break; + case Dynamic: + case Controlable: + static_cast(other)->hit(this); + default: + set_state(Entity::Destroyed); + break; } - set_state(Entity::Destroyed); } } @@ -171,7 +186,7 @@ void EntityProjectile::reset() // point the bullet user pointer to the entity entity_body->setUserPointer((void *) this); // enable custom collision callback - entity_body->setCollisionFlags(entity_body->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK); + entity_body->setCollisionFlags(entity_body->getCollisionFlags() | btCollisionObject::CF_CUSTOM_MATERIAL_CALLBACK | btCollisionObject::CF_NO_CONTACT_RESPONSE); //entity_body->setCollisionFlags(entity_body->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE); if (entity_mass) { diff --git a/src/game/base/npc.cc b/src/game/base/npc.cc index f9a600e..d52c612 100644 --- a/src/game/base/npc.cc +++ b/src/game/base/npc.cc @@ -307,7 +307,7 @@ void NPC::frame(const unsigned long elapsed) if (zone() != carrier->zone()) { set_zone(carrier->zone()); - } + } if (carrier->state() == core::Entity::Destroyed) { explode(); diff --git a/src/game/base/platform.cc b/src/game/base/platform.cc index 1f81591..de7f987 100644 --- a/src/game/base/platform.cc +++ b/src/game/base/platform.cc @@ -109,18 +109,14 @@ void Platform::frame(const unsigned long elapsed) continue; } - // location of the slot in world coordinates - const math::Vector3f slot_location(location() + (axis() * slot->location())); - // find a target for this slot Ship *current_enemy = 0; float current_distance = 0.0f; - const float projectile_radius = core::PROJECTILE_RADIUS; + math::Vector3f projectile_location(location() + (axis() * slot->location())); + math::Vector3f projectile_direction; math::Axis projectile_axis(axis() * slot->axis()); - const math::Vector3f projectile_location(slot_location + projectile_axis.forward() * projectile_radius); - math::Vector3f projectile_direction; math::Vector3f aim_location; // we only need half the cone angle for the cosine calculation diff --git a/src/game/base/ship.cc b/src/game/base/ship.cc index dbf8b19..9b78dfa 100644 --- a/src/game/base/ship.cc +++ b/src/game/base/ship.cc @@ -1205,10 +1205,8 @@ void Ship::frame(const unsigned long elapsed) } else if ((weapon->projectile_interval() > 0) && (slot->last_fired() + weapon->projectile_interval() <= core::server()->timestamp())) { // aim - const float projectile_radius = core::PROJECTILE_RADIUS; // FIXME this should be defined somewhere - math::Axis projectile_axis(axis() * slot->axis()); - math::Vector3f projectile_location(location() + axis() * slot->location() + projectile_axis.forward() * projectile_radius); + math::Vector3f projectile_location(location() + axis() * slot->location()); math::Vector3f projectile_direction(target_aim - projectile_location); projectile_direction.normalize(); float cosa = math::dotproduct(projectile_direction, projectile_axis.forward()); -- cgit v1.2.3