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 | /** |
---|
30 | @file Projectile.h |
---|
31 | @brief Implementation of the Projectile class. |
---|
32 | */ |
---|
33 | |
---|
34 | #include "Projectile.h" |
---|
35 | |
---|
36 | #include "core/config/ConfigValueIncludes.h" |
---|
37 | #include "core/CoreIncludes.h" |
---|
38 | #include "core/GameMode.h" |
---|
39 | #include "core/command/Executor.h" |
---|
40 | |
---|
41 | #include "worldentities/pawns/Pawn.h" |
---|
42 | |
---|
43 | namespace orxonox |
---|
44 | { |
---|
45 | RegisterClass(Projectile); |
---|
46 | |
---|
47 | Projectile::Projectile(Context* context) : MovableEntity(context), BasicProjectile() |
---|
48 | { |
---|
49 | RegisterObject(Projectile); |
---|
50 | |
---|
51 | this->setConfigValues(); |
---|
52 | |
---|
53 | // Get notification about collisions |
---|
54 | if (GameMode::isMaster()) |
---|
55 | { |
---|
56 | this->setMass(0.1f); |
---|
57 | this->enableCollisionCallback(); |
---|
58 | this->setCollisionResponse(false); |
---|
59 | this->setCollisionType(CollisionType::Dynamic); |
---|
60 | |
---|
61 | // Create a sphere collision shape and attach it to the projectile. |
---|
62 | collisionShape_ = new SphereCollisionShape(this->getContext()); |
---|
63 | setCollisionShapeRadius(20.0f); |
---|
64 | this->attachCollisionShape(collisionShape_); |
---|
65 | |
---|
66 | this->destroyTimer_.setTimer(this->lifetime_, false, createExecutor(createFunctor(&BasicProjectile::destroyObject, this))); |
---|
67 | } |
---|
68 | } |
---|
69 | |
---|
70 | Projectile::~Projectile() |
---|
71 | { |
---|
72 | } |
---|
73 | |
---|
74 | void Projectile::setConfigValues() |
---|
75 | { |
---|
76 | SetConfigValue(lifetime_, 4.0f).description("The time in seconds a projectile stays alive"); |
---|
77 | } |
---|
78 | |
---|
79 | void Projectile::tick(float dt) |
---|
80 | { |
---|
81 | SUPER(Projectile, tick, dt); |
---|
82 | |
---|
83 | if (!this->isActive()) |
---|
84 | return; |
---|
85 | |
---|
86 | this->destroyCheck(); |
---|
87 | } |
---|
88 | |
---|
89 | bool Projectile::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint) |
---|
90 | { |
---|
91 | return this->processCollision(otherObject, contactPoint, cs); |
---|
92 | } |
---|
93 | |
---|
94 | void Projectile::setCollisionShapeRadius(float radius) |
---|
95 | { |
---|
96 | if (collisionShape_ != nullptr && radius > 0) |
---|
97 | { |
---|
98 | collisionShape_->setRadius(radius); |
---|
99 | } |
---|
100 | } |
---|
101 | } |
---|