Change bullet collision logic to allow for collisions with non-damageable objects

For now, you have to add bulletWall=true to objects you want bullets to collide with.
It's ugly but will work for now. This is needed mostly for compatibility
with exercises which use barriers to block movement but not bullets.

I also made the collision checks run more often because otherwise the bullets
would sometimes miss the objects (but only visually)
master
krzys-h 2017-04-29 13:05:11 +02:00
parent 588bf30b94
commit fda58a6008
4 changed files with 58 additions and 17 deletions

View File

@ -952,9 +952,8 @@ void CParticle::FrameParticle(float rTime)
{
CObject* object = SearchObjectGun(m_particle[i].goal, m_particle[i].pos, m_particle[i].type, m_particle[i].objFather);
m_particle[i].goal = m_particle[i].pos;
if (object != nullptr)
if (object != nullptr && object->Implements(ObjectInterfaceType::Damageable))
{
assert(object->Implements(ObjectInterfaceType::Damageable));
dynamic_cast<CDamageableObject*>(object)->DamageObject(DamageType::Phazer, 0.002f);
}
@ -1107,7 +1106,7 @@ void CParticle::FrameParticle(float rTime)
continue;
}
if (m_particle[i].testTime >= 0.1f)
if (m_particle[i].testTime >= 0.05f)
{
m_particle[i].testTime = 0.0f;
@ -1156,8 +1155,10 @@ void CParticle::FrameParticle(float rTime)
m_particle[i].goal = m_particle[i].pos;
if (object != nullptr)
{
assert(object->Implements(ObjectInterfaceType::Damageable));
dynamic_cast<CDamageableObject*>(object)->DamageObject(DamageType::Fire, 0.002f);
if (object->Implements(ObjectInterfaceType::Damageable))
{
dynamic_cast<CDamageableObject*>(object)->DamageObject(DamageType::Fire, 0.001f);
}
m_exploGunCounter++;
@ -1215,7 +1216,7 @@ void CParticle::FrameParticle(float rTime)
continue;
}
if (m_particle[i].testTime >= 0.2f)
if (m_particle[i].testTime >= 0.1f)
{
m_particle[i].testTime = 0.0f;
CObject* object = SearchObjectGun(m_particle[i].goal, m_particle[i].pos, m_particle[i].type, m_particle[i].objFather);
@ -1238,8 +1239,10 @@ void CParticle::FrameParticle(float rTime)
if (object->GetType() != OBJECT_HUMAN)
Play(SOUND_TOUCH, m_particle[i].pos, 1.0f);
assert(object->Implements(ObjectInterfaceType::Damageable));
dynamic_cast<CDamageableObject*>(object)->DamageObject(DamageType::Organic, 0.2f); // starts explosion
if (object->Implements(ObjectInterfaceType::Damageable))
{
dynamic_cast<CDamageableObject*>(object)->DamageObject(DamageType::Organic, 0.1f); // starts explosion
}
}
}
}
@ -1261,7 +1264,7 @@ void CParticle::FrameParticle(float rTime)
continue;
}
if (m_particle[i].testTime >= 0.2f)
if (m_particle[i].testTime >= 0.1f)
{
m_particle[i].testTime = 0.0f;
CObject* object = SearchObjectGun(m_particle[i].goal, m_particle[i].pos, m_particle[i].type, m_particle[i].objFather);
@ -1281,8 +1284,10 @@ void CParticle::FrameParticle(float rTime)
}
else
{
assert(object->Implements(ObjectInterfaceType::Damageable));
dynamic_cast<CDamageableObject*>(object)->DamageObject(DamageType::Fire); // starts explosion
if (object->Implements(ObjectInterfaceType::Damageable))
{
dynamic_cast<CDamageableObject*>(object)->DamageObject(DamageType::Fire); // starts explosion
}
}
}
}
@ -1301,7 +1306,7 @@ void CParticle::FrameParticle(float rTime)
continue;
}
if (m_particle[i].testTime >= 0.1f)
if (m_particle[i].testTime >= 0.05f)
{
m_particle[i].testTime = 0.0f;
@ -1338,8 +1343,10 @@ void CParticle::FrameParticle(float rTime)
m_particle[i].goal = m_particle[i].pos;
if (object != nullptr)
{
assert(object->Implements(ObjectInterfaceType::Damageable));
dynamic_cast<CDamageableObject*>(object)->DamageObject(DamageType::Organic, 0.002f);
if (object->Implements(ObjectInterfaceType::Damageable))
{
dynamic_cast<CDamageableObject*>(object)->DamageObject(DamageType::Organic, 0.0005f);
}
m_exploGunCounter ++;
@ -3502,6 +3509,7 @@ CObject* CParticle::SearchObjectGun(Math::Vector old, Math::Vector pos,
box2.z += min;
CObject* best = nullptr;
float best_dist = std::numeric_limits<float>::infinity();
bool shield = false;
for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
{
@ -3535,7 +3543,7 @@ CObject* CParticle::SearchObjectGun(Math::Vector old, Math::Vector pos,
{
continue;
}
if (!obj->Implements(ObjectInterfaceType::Damageable)) continue;
if (!obj->Implements(ObjectInterfaceType::Damageable) && !obj->IsBulletWall()) continue;
Math::Vector oPos = obj->GetPosition();
@ -3563,8 +3571,12 @@ CObject* CParticle::SearchObjectGun(Math::Vector old, Math::Vector pos,
// Test the center of the object, which is necessary for objects
// that have no sphere in the center (station).
float dist = Math::Distance(oPos, pos)-4.0f;
if (dist < min)
float obj_dist = Math::Distance(old, oPos);
if (dist < min && obj_dist < best_dist)
{
best = obj;
best_dist = obj_dist;
}
for (const auto& crashSphere : obj->GetAllCrashSpheres())
{
@ -3577,8 +3589,12 @@ CObject* CParticle::SearchObjectGun(Math::Vector old, Math::Vector pos,
Math::Vector p = Math::Projection(old, pos, oPos);
float ddist = Math::Distance(p, oPos)-oRadius;
if (ddist < min)
float obj_dist = Math::Distance(old, oPos);
if (ddist < min && obj_dist < best_dist)
{
best = obj;
best_dist = obj_dist;
}
}
}

View File

@ -206,6 +206,11 @@ public:
//! Is this object detectable (not dead and not underground)?
virtual bool GetDetectable() { return true; }
//! Returns true if this object can collide with bullets even though it's not damageable itself
//! This is useful to make Barriers protect from bullets
//! \todo It will work like this for now but later I'd like to refactor this to something more manageable ~krzys_h
virtual bool IsBulletWall() { return false; }
protected:
//! Transform crash sphere by object's world matrix
virtual void TransformCrashSphere(Math::Sphere& crashSphere) = 0;

View File

@ -940,6 +940,9 @@ void COldObject::Write(CLevelParserLine* line)
if ( GetCameraLock() )
line->AddParam("cameraLock", MakeUnique<CLevelParserParam>(GetCameraLock()));
if ( IsBulletWall() )
line->AddParam("bulletWall", MakeUnique<CLevelParserParam>(IsBulletWall()));
if ( GetEnergyLevel() != 0.0f )
line->AddParam("energy", MakeUnique<CLevelParserParam>(GetEnergyLevel()));
@ -1035,6 +1038,8 @@ void COldObject::Read(CLevelParserLine* line)
if (line->GetParam("pyro")->IsDefined())
m_engine->GetPyroManager()->Create(line->GetParam("pyro")->AsPyroType(), this);
SetBulletWall(line->GetParam("bulletWall")->AsBool(false));
SetProxyActivate(line->GetParam("proxyActivate")->AsBool(false));
SetProxyDistance(line->GetParam("proxyDistance")->AsFloat(15.0f)*g_unit);
SetCollisions(line->GetParam("clip")->AsBool(true));
@ -3188,3 +3193,13 @@ bool COldObject::IsSelectableByDefault(ObjectType type)
}
return true;
}
void COldObject::SetBulletWall(bool bulletWall)
{
m_bulletWall = bulletWall;
}
bool COldObject::IsBulletWall()
{
return m_bulletWall;
}

View File

@ -288,6 +288,9 @@ public:
float GetLightningHitProbability() override;
void SetBulletWall(bool bulletWall);
bool IsBulletWall() override;
protected:
bool EventFrame(const Event &event);
void VirusFrame(float rTime);
@ -376,4 +379,6 @@ protected:
bool m_traceDown;
TraceColor m_traceColor;
float m_traceWidth;
bool m_bulletWall = false;
};