From b0d67843c43f50f36a92c4b8694b3df380ce50b1 Mon Sep 17 00:00:00 2001 From: Stijn Buys Date: Thu, 11 Oct 2012 19:47:30 +0000 Subject: Moved handling of the physics reset for the Docked and Destroyed state from game tp core. --- src/game/base/ship.cc | 74 ++++++++++----------------------------------------- 1 file changed, 14 insertions(+), 60 deletions(-) (limited to 'src/game/base/ship.cc') 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(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(); } -- cgit v1.2.3