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 IceGunFreezer.h |
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31 | @brief Implementation of the IceGunFreezer class. |
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32 | */ |
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33 | |
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34 | #include "core/CoreIncludes.h" |
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35 | #include "core/command/Executor.h" |
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36 | |
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37 | #include "IceGunFreezer.h" |
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38 | |
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39 | namespace orxonox |
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40 | { |
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41 | RegisterClass(IceGunFreezer); |
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42 | |
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43 | /** |
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44 | @brief |
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45 | Constructor. |
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46 | */ |
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47 | IceGunFreezer::IceGunFreezer(Context* context) : StaticEntity(context) |
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48 | { |
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49 | RegisterObject(IceGunFreezer); |
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50 | |
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51 | model = new Model(this->getContext()); |
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52 | model->setMeshSource("IceStar.mesh"); |
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53 | model->setScale(4.0); |
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54 | this->attach(model); |
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55 | model->setPosition(Vector3(0,0,0)); |
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56 | } |
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57 | |
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58 | IceGunFreezer::~IceGunFreezer() |
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59 | { |
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60 | |
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61 | } |
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62 | |
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63 | /** |
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64 | @brief |
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65 | The controlling happens here. This method defines what the controller has to do each tick. |
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66 | @param dt |
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67 | The duration of the tick. |
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68 | */ |
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69 | void IceGunFreezer::tick(float dt) |
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70 | { |
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71 | SUPER(IceGunFreezer, tick, dt); |
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72 | |
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73 | |
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74 | } |
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75 | |
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76 | /** |
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77 | @brief |
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78 | Sets the freeze time variable to the passed value. |
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79 | */ |
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80 | void IceGunFreezer::setFreezeTime(float freezeTime) |
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81 | { |
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82 | freezeTime_ = freezeTime; |
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83 | } |
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84 | |
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85 | /** |
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86 | @brief |
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87 | Sets the freeze factor variable to the passed value. |
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88 | */ |
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89 | void IceGunFreezer::setFreezeFactor(float freezeFactor) |
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90 | { |
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91 | freezeFactor_ = freezeFactor; |
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92 | } |
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93 | |
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94 | /** |
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95 | @brief |
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96 | Try to slow down the WorldEntity where this is attached to. It is only possible to slow down a SpaceShip. |
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97 | */ |
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98 | void IceGunFreezer::startFreezing() |
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99 | { |
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100 | WorldEntity* parent = this->getParent(); |
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101 | |
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102 | // Check if the freezer is attached to a parent and check if the parent is a SpaceShip |
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103 | if (parent != nullptr && parent->isA(Class(SpaceShip))) |
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104 | { |
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105 | freezedSpaceShip_ = orxonox_cast<SpaceShip*>(parent); |
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106 | //Slow down the SpaceShip |
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107 | freezedSpaceShip_->addSpeedFactor(freezeFactor_); |
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108 | } |
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109 | |
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110 | // Start timer even if the victim is not a SpaceShip to avoid that the IceGunFreezer gets never destroyed if it collided against a Pawn |
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111 | this->freezeTimer_.setTimer(this->freezeTime_, false, createExecutor(createFunctor(&IceGunFreezer::stopFreezing, this))); |
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112 | } |
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113 | |
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114 | /** |
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115 | @brief |
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116 | This method is called by the timer. It gives back the original engine strength to the hit SpaceShip. |
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117 | */ |
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118 | void IceGunFreezer::stopFreezing() |
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119 | { |
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120 | if (freezedSpaceShip_ != nullptr && freezeFactor_ != 0.0) |
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121 | { |
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122 | freezedSpaceShip_->addSpeedFactor(1/freezeFactor_); |
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123 | } |
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124 | |
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125 | this->destroy(); |
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126 | } |
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127 | } |
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