1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Fabien Vultier |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file IceGunProjectile.cc |
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31 | @brief Implementation of the IceGunProjectile class. |
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32 | */ |
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33 | |
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34 | #include "IceGunProjectile.h" |
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35 | |
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36 | #include <OgreSceneManager.h> |
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37 | #include <OgreSceneNode.h> |
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38 | |
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39 | #include "core/CoreIncludes.h" |
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40 | #include "graphics/Model.h" |
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41 | #include "graphics/ParticleSpawner.h" |
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42 | #include "Scene.h" |
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43 | #include "core/command/Executor.h" |
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44 | #include "tools/ParticleInterface.h" |
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45 | |
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46 | namespace orxonox |
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47 | { |
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48 | RegisterClass(IceGunProjectile); |
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49 | |
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50 | const float IceGunProjectile::particleDestructionDelay_ = 15.0f; |
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51 | |
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52 | IceGunProjectile::IceGunProjectile(Context* context) : Projectile(context) |
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53 | { |
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54 | RegisterObject(IceGunProjectile); |
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55 | |
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56 | this->setCollisionShapeRadius(8.0f); |
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57 | |
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58 | this->setFreezeTime(3.0); |
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59 | this->setFreezeFactor(0.5); |
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60 | |
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61 | Model* model = new Model(this->getContext()); |
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62 | model->setMeshSource("laserbeam.mesh"); |
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63 | model->setScale(15.0); |
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64 | this->attach(model); |
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65 | model->setPosition(Vector3(0,0,0)); |
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66 | |
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67 | // Add effect. |
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68 | spawner_ = new ParticleSpawner(this->getContext()); |
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69 | this->attach(spawner_); |
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70 | spawner_->setOrientation(this->getOrientation()); |
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71 | spawner_->setSource("Orxonox/ice"); |
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72 | spawner_->setDeleteWithParent(false); |
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73 | spawner_->setDestroydelay(particleDestructionDelay_); |
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74 | } |
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75 | |
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76 | IceGunProjectile::~IceGunProjectile() |
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77 | { |
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78 | if (this->isInitialized()) |
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79 | { |
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80 | const Vector3& pos = spawner_->getWorldPosition(); |
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81 | const Quaternion& rot = spawner_->getWorldOrientation(); |
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82 | this->detach(spawner_); |
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83 | spawner_->setPosition(pos); |
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84 | spawner_->setOrientation(rot); |
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85 | this->getScene()->getRootSceneNode()->addChild(const_cast<Ogre::SceneNode*>(spawner_->getNode())); |
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86 | this->spawner_->stop(true); |
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87 | } |
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88 | } |
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89 | |
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90 | /** |
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91 | @brief |
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92 | Sets the freeze time variable to the passed value. |
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93 | */ |
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94 | void IceGunProjectile::setFreezeTime(float freezeTime) |
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95 | { |
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96 | freezeTime_ = freezeTime; |
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97 | } |
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98 | |
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99 | /** |
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100 | @brief |
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101 | Sets the freeze factor variable to the passed value. |
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102 | */ |
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103 | void IceGunProjectile::setFreezeFactor(float freezeFactor) |
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104 | { |
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105 | freezeFactor_ = freezeFactor; |
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106 | } |
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107 | |
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108 | bool IceGunProjectile::collidesAgainst(WorldEntity* otherObject, const btCollisionShape* cs, btManifoldPoint& contactPoint) |
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109 | { |
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110 | bool bCollision = Projectile::collidesAgainst(otherObject, cs, contactPoint); |
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111 | |
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112 | if (bCollision) |
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113 | { |
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114 | // If there was a collision, attach a IceGunFreezer to the hit object. |
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115 | IceGunFreezer* freezer = new IceGunFreezer(this->getContext()); |
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116 | freezer->setFreezeTime(freezeTime_); |
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117 | freezer->setFreezeFactor(freezeFactor_); |
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118 | otherObject->attach(freezer); |
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119 | |
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120 | Vector3 offset = this->getWorldPosition() - otherObject->getWorldPosition(); |
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121 | freezer->setPosition(Vector3(0,0,0)); |
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122 | freezer->translate(offset, WorldEntity::TransformSpace::World); |
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123 | // Start the freezing effect. |
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124 | freezer->startFreezing(); |
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125 | } |
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126 | |
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127 | return bCollision; |
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128 | } |
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129 | } |
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