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source: code/branches/OrxyRoad_FS18/src/modules/weapons/projectiles/Projectile.cc @ 12073

Last change on this file since 12073 was 11108, checked in by fvultier, 9 years ago

A few modifications in the weapon system: WeaponModes may play a reload sound now. Fireing Sounds of WeaponModes may overlap now. New weapon: FlameGun, a flame thrower for close combat (e.g. for the FPS player)

  • 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/**
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
43namespace 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}
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