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source: code/branches/gameimmersion/src/modules/weapons/projectiles/Projectile.cc @ 8474

Last change on this file since 8474 was 8386, checked in by simonmie, 14 years ago

New shielddamage implemented, depending functions changed, bugs fixed.

LightningGun →fire changed
Other weapons still need to be edited

  • Property svn:eol-style set to native
File size: 5.1 KB
RevLine 
[2099]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 *      ...
26 *
27 */
28
29#include "Projectile.h"
30
31#include "core/CoreIncludes.h"
[3196]32#include "core/ConfigValueIncludes.h"
33#include "core/GameMode.h"
[7284]34#include "core/command/Executor.h"
[3196]35#include "objects/collisionshapes/SphereCollisionShape.h"
[5735]36#include "worldentities/pawns/Pawn.h"
[5737]37#include "graphics/ParticleSpawner.h"
[2099]38
39namespace orxonox
40{
[3088]41    CreateFactory(Projectile);
[3105]42
[2662]43    Projectile::Projectile(BaseObject* creator) : MovableEntity(creator)
[2099]44    {
45        RegisterObject(Projectile);
46
47        this->setConfigValues();
[2662]48        this->bDestroy_ = false;
49        this->owner_ = 0;
[8386]50        this->damage_ = 115;
51///////////////////me
52        this->healthdamage_ = 0;
53        this->shielddamage_ = 0;
54///////////////////end me
[2099]55
[2662]56        // Get notification about collisions
[2099]57
[2896]58        if (GameMode::isMaster())
[2099]59        {
[6417]60            this->setMass(1.0);
[2662]61            this->enableCollisionCallback();
[3105]62            this->setCollisionResponse(false);
[2662]63            this->setCollisionType(Kinematic);
64
65            SphereCollisionShape* shape = new SphereCollisionShape(this);
[3105]66            shape->setRadius(20);
[2662]67            this->attachCollisionShape(shape);
68
[5929]69            this->destroyTimer_.setTimer(this->lifetime_, false, createExecutor(createFunctor(&Projectile::destroyObject, this)));
[2099]70        }
71    }
72
73    Projectile::~Projectile()
74    {
75    }
76
77    void Projectile::setConfigValues()
78    {
79        SetConfigValue(lifetime_, 4.0).description("The time in seconds a projectile stays alive");
80    }
81
82
83    void Projectile::tick(float dt)
84    {
[2809]85        SUPER(Projectile, tick, dt);
[2099]86
87        if (!this->isActive())
88            return;
89
[2662]90        if (this->bDestroy_)
[5929]91            this->destroy(); // TODO: use a scheduler instead of deleting the object right here in tick()
[2662]92    }
93
94    void Projectile::destroyObject()
95    {
[2896]96        if (GameMode::isMaster())
[5929]97            this->destroy();
[2662]98    }
99
[8183]100//////////////////////////me edit
[2662]101    bool Projectile::collidesAgainst(WorldEntity* otherObject, btManifoldPoint& contactPoint)
102    {
[2896]103        if (!this->bDestroy_ && GameMode::isMaster())
[2099]104        {
[2918]105            if (otherObject == this->owner_)
[3105]106                return false;
[2918]107
[2662]108            this->bDestroy_ = true;
109
[8183]110            Pawn* victim = orxonox_cast<Pawn*>(otherObject); //if otherObject isn't a Pawn, then victim is NULL
[8152]111
[2662]112            if (this->owner_)
[2099]113            {
[8183]114                if (!victim || (victim && !victim->hasShield())) //same like below
[2099]115                {
[2662]116                    ParticleSpawner* effect = new ParticleSpawner(this->owner_->getCreator());
117                    effect->setPosition(this->getPosition());
118                    effect->setOrientation(this->getOrientation());
119                    effect->setDestroyAfterLife(true);
120                    effect->setSource("Orxonox/explosion3");
121                    effect->setLifetime(2.0f);
[2099]122                }
[8183]123                if (!victim || (victim && !victim->hasShield())) //same like above
[2662]124                {
125                    ParticleSpawner* effect = new ParticleSpawner(this->owner_->getCreator());
126                    effect->setPosition(this->getPosition());
127                    effect->setOrientation(this->getOrientation());
128                    effect->setDestroyAfterLife(true);
129                    effect->setSource("Orxonox/smoke4");
130                    effect->setLifetime(3.0f);
131                }
[8152]132                if (victim && victim->hasShield())
133                {
134                    ParticleSpawner* effect = new ParticleSpawner(this->owner_->getCreator());
135                    effect->setPosition(this->getPosition());
136                    effect->setOrientation(this->getOrientation());
137                    effect->setDestroyAfterLife(true);
138                    effect->setSource("Orxonox/engineglow");
139                    effect->setLifetime(0.5f);
140                }
[2099]141            }
[2662]142
143            if (victim)
[8183]144            {
[8386]145                victim->hit(this->owner_, contactPoint, this->damage_, this->healthdamage_, this->shielddamage_);
[8183]146                victim->startReloadCountdown();
147            }
[2099]148        }
[2662]149        return false;
[2099]150    }
[8183]151//////////////////////////////////////////////////////////////////////end edit
[2099]152
[5929]153    void Projectile::setOwner(Pawn* owner)
[2099]154    {
[5929]155        this->owner_ = owner;
[2099]156    }
157}
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