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source: code/archive/animated_space_boundaries/src/modules/weapons/projectiles/Projectile.cc @ 11661

Last change on this file since 11661 was 8580, checked in by dafrick, 14 years ago

Merging game immersion branch into presentation branch.

  • Property svn:eol-style set to native
File size: 2.9 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      simonmie
26 *
27 */
28
29#include "Projectile.h"
30
31#include "core/CoreIncludes.h"
32#include "core/ConfigValueIncludes.h"
33#include "core/GameMode.h"
34#include "core/command/Executor.h"
35#include "objects/collisionshapes/SphereCollisionShape.h"
36#include "worldentities/pawns/Pawn.h"
37#include "graphics/ParticleSpawner.h"
38
39namespace orxonox
40{
41    CreateFactory(Projectile);
42
43    Projectile::Projectile(BaseObject* creator) : MovableEntity(creator), BasicProjectile()
44    {
45        RegisterObject(Projectile);
46
47        this->setConfigValues();
48        this->owner_ = 0;
49
50        // Get notification about collisions
51        if (GameMode::isMaster())
52        {
53            this->setMass(1.0);
54            this->enableCollisionCallback();
55            this->setCollisionResponse(false);
56            this->setCollisionType(Kinematic);
57
58            SphereCollisionShape* shape = new SphereCollisionShape(this);
59            shape->setRadius(20);
60            this->attachCollisionShape(shape);
61
62            this->destroyTimer_.setTimer(this->lifetime_, false, createExecutor(createFunctor(&Projectile::destroyObject, this)));
63        }
64    }
65
66    Projectile::~Projectile()
67    {
68    }
69
70    void Projectile::setConfigValues()
71    {
72        SetConfigValue(lifetime_, 4.0).description("The time in seconds a projectile stays alive");
73    }
74
75
76    void Projectile::tick(float dt)
77    {
78        SUPER(Projectile, tick, dt);
79
80        if (!this->isActive())
81            return;
82
83        if (this->getBDestroy())
84            this->destroy(); // TODO: use a scheduler instead of deleting the object right here in tick()
85    }
86
87    void Projectile::destroyObject()
88    {
89        if (GameMode::isMaster())
90            this->destroy();
91    }
92
93    /* Calls the collidesAgainst function of BasicProjectile
94     */
95    bool Projectile::collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint)
96    {
97        return BasicProjectile::basicCollidesAgainst(otherObject,contactPoint,this->getOwner(),this);
98    }
99
100    void Projectile::setOwner(Pawn* owner)
101    {
102        this->owner_ = owner;
103    }
104}
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